summaryrefslogtreecommitdiffstats
path: root/src/opengl/gl2paintengineex/glgc_shader_source.h
blob: 7f0e1b897763d0536f96ac32830802a311f4ead4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtOpenGL module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain
** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at http://www.qtsoftware.com/contact.
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef GLGC_SHADER_SOURCE_H
#define GLGC_SHADER_SOURCE_H

QT_BEGIN_HEADER

QT_BEGIN_NAMESPACE

QT_MODULE(OpenGL)

static const char* qglslImageVertexShader = "\
    attribute highp vec4    inputVertex; \
    attribute lowp  vec2    textureCoord; \
    uniform   highp mat4    pmvMatrix; \
    varying   lowp  vec2    fragTextureCoord; \
    void main(void) \
    {\
            gl_Position = pmvMatrix * inputVertex;\
            fragTextureCoord = textureCoord; \
    }";

static const char* qglslImageFragmentShader = "\
    varying lowp vec2      fragTextureCoord;\
    uniform      sampler2D textureSampler;\
    uniform lowp float     opacity; \
    void main(void) \
    {\
        gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \
    }";

static const char* qglslTextFragmentShader = "\
    varying lowp    vec2      fragTextureCoord;\
    uniform mediump vec4      fragmentColor;\
    uniform         sampler2D textureSampler;\
    void main(void) \
    {\
        highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \
        tex = fragmentColor * tex.r; \
        gl_FragColor = tex; \
    }";

static const char* qglslDefaultVertexShader = "\
    attribute highp vec4    inputVertex;\
    uniform   highp mat4    pmvMatrix;\
    void main(void)\
    {\
            gl_Position = pmvMatrix * inputVertex;\
    }";

static const char* qglslSimpleFragmentShader = "\
    void main (void)\
    {\
            gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\
    }";


/**** FRAGMENT SHADER MAIN FUNCTIONS ****/
// NOTE: Currently, the engine assumes brushes return colors already in pre-multiplied
//       format. However, this may change if we add support for non-premultiplied 

static const char* qglslNoOpacityFragmentShaderMain = "\n\
    mediump vec4 brush();\
    void main (void)\
    {\
            gl_FragColor = brush();\
    }\n";

static const char* qglslFragmentShaderMain = "\n\
    mediump vec4    brush();\
    uniform lowp    float   opacity; \
    void main (void)\
    {\
        gl_FragColor = brush() * opacity;\
    }\n";



/**** BRUSH SHADERS ****/

// This should never actually be used
static const char* qglslNoBrushFragmentShader = "\n\
    mediump vec4 brush() { \
        discard; \
        return vec4(1.0, 0.8, 0.8, 1.0);\
    }\n";

// Solid Fill Brush
static const char* qglslSolidBrushFragmentShader = "\n\
    uniform mediump vec4 fragmentColor; \
    mediump vec4 brush() { \
        return fragmentColor;\
    }\n";

// Texture Brush
static const char* qglslTextureBrushVertexShader = "\
    attribute highp   vec4  inputVertex; \
    uniform   highp   mat4  pmvMatrix; \
    uniform   mediump vec2  halfViewportSize; \
    uniform   mediump vec2  invertedTextureSize; \
    uniform   mediump mat3  brushTransform; \
    varying   mediump vec2  texCoords; \
    void main(void) { \
            gl_Position = pmvMatrix * inputVertex;\
            gl_Position.xy = gl_Position.xy / gl_Position.w; \
            mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
            mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
            mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
            gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
            gl_Position.w = invertedHTexCoordsZ; \
            texCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
            texCoords.y = -texCoords.y; \
    }";

static const char* qglslTextureBrushFragmentShader = "\n\
    varying mediump vec2      texCoords;\
    uniform         sampler2D brushTexture;\
    mediump vec4 brush() { \
        return texture2D(brushTexture, texCoords); \
    }\n";


// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
static const char* qglslPatternBrushVertexShader = "\
    attribute highp   vec4  inputVertex; \
    uniform   highp   mat4  pmvMatrix; \
    uniform   mediump vec2  halfViewportSize; \
    uniform   mediump vec2  invertedTextureSize; \
    uniform   mediump mat3  brushTransform; \
    varying   mediump vec2  texCoords; \
    void main(void) { \
            gl_Position = pmvMatrix * inputVertex;\
            gl_Position.xy = gl_Position.xy / gl_Position.w; \
            mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
            mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
            mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
            gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
            gl_Position.w = invertedHTexCoordsZ; \
            texCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
            texCoords.y = -texCoords.y; \
    }";

static const char* qglslPatternBrushFragmentShader = "\n\
    uniform         sampler2D brushTexture;\
    uniform lowp    vec4      patternColor; \
    varying mediump vec2      texCoords;\
    mediump vec4 brush() { \
        return patternColor * texture2D(brushTexture, texCoords).r; \
    }\n";


// Linear Gradient Brush
static const char* qglslLinearGradientBrushVertexShader = "\
    attribute highp   vec4  inputVertex; \
    uniform   highp   mat4  pmvMatrix; \
    uniform   mediump vec2  halfViewportSize; \
    uniform   highp   vec3  linearData; \
    uniform   mediump mat3  brushTransform; \
    varying   mediump float index ; \
    void main() { \
        gl_Position = pmvMatrix * inputVertex;\
        gl_Position.xy = gl_Position.xy / gl_Position.w; \
        mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
        mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
        mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
        gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
        gl_Position.w = invertedHTexCoordsZ; \
        index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
    }";

static const char* qglslLinearGradientBrushFragmentShader = "\n\
    uniform         sampler2D   brushTexture; \
    varying mediump float       index; \
    mediump vec4 brush() { \
        mediump vec2 val = vec2(index, 0.5); \
        return texture2D(brushTexture, val); \
    }\n";


static const char* qglslRadialGradientBrushVertexShader = "\
    attribute highp   vec4 inputVertex;\
    uniform   highp   mat4 pmvMatrix;\
    uniform   mediump vec2 halfViewportSize; \
    uniform   highp   mat3 brushTransform; \
    uniform   highp   vec2 fmp; \
    varying   highp   float b; \
    varying   highp   vec2  A; \
    void main(void) \
    {\
        gl_Position = pmvMatrix * inputVertex;\
        gl_Position.xy = gl_Position.xy / gl_Position.w; \
        mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
        mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
        mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
        gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
        gl_Position.w = invertedHTexCoordsZ; \
        A = hTexCoords.xy * invertedHTexCoordsZ; \
        b = 2.0 * fmp * (A.x + A.y); \
\
    }";

static const char* qglslRadialGradientBrushFragmentShader = "\n\
    uniform         sampler2D   brushTexture; \
    uniform highp   float       fmp2_m_radius2; \
    uniform highp   float       inverse_2_fmp2_m_radius2; \
    varying   highp   float b; \
    varying   highp   vec2  A; \
\
    mediump vec4 brush() { \
        highp float c = -dot(A, A); \
        highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
        return texture2D(brushTexture, val); \
    }\n";

static const char* qglslConicalGradientBrushVertexShader = "\
    attribute highp vec4    inputVertex;\
    uniform   highp mat4    pmvMatrix;\
    uniform   mediump vec2  halfViewportSize; \
    uniform highp   mat3    brushTransform; \
    varying highp   vec2    A; \
    void main(void)\
    {\
        gl_Position = pmvMatrix * inputVertex;\
        gl_Position.xy = gl_Position.xy / gl_Position.w; \
        mediump vec2  viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
        mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
        mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
        gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
        gl_Position.w = invertedHTexCoordsZ; \
        A = hTexCoords.xy * invertedHTexCoordsZ; \
    }";

static const char* qglslConicalGradientBrushFragmentShader = "\n\
    #define INVERSE_2PI 0.1591549430918953358 \n\
    uniform         sampler2D   brushTexture; \
    uniform mediump float       angle; \
    varying highp   vec2        A; \
    mediump vec4 brush() { \
        if (abs(A.y) == abs(A.x)) \
            A.y += 0.002; \
        highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \
        return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
    }\n";


QT_END_NAMESPACE

QT_END_HEADER

#endif // GLGC_SHADER_SOURCE_H