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Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 523 |
1 files changed, 0 insertions, 523 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h deleted file mode 100644 index a667af9b96..0000000000 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ /dev/null @@ -1,523 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the QtOpenGL module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:LGPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU Lesser General Public License Usage -** Alternatively, this file may be used under the terms of the GNU Lesser -** General Public License version 3 as published by the Free Software -** Foundation and appearing in the file LICENSE.LGPL3 included in the -** packaging of this file. Please review the following information to -** ensure the GNU Lesser General Public License version 3 requirements -** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 2.0 or (at your option) the GNU General -** Public license version 3 or any later version approved by the KDE Free -** Qt Foundation. The licenses are as published by the Free Software -** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-2.0.html and -** https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -// -// W A R N I N G -// ------------- -// -// This file is not part of the Qt API. It exists purely as an -// implementation detail. This header file may change from version to -// version without notice, or even be removed. -// -// We mean it. -// - - -#ifndef QGL_ENGINE_SHADER_SOURCE_H -#define QGL_ENGINE_SHADER_SOURCE_H - -#include "qglengineshadermanager_p.h" - -QT_BEGIN_NAMESPACE - - - -static const char* const qglslMainVertexShader = "\n\ - void setPosition(); \n\ - void main(void) \n\ - { \n\ - setPosition(); \n\ - }\n"; - -static const char* const qglslMainWithTexCoordsVertexShader = "\n\ - attribute highp vec2 textureCoordArray; \n\ - varying highp vec2 textureCoords; \n\ - void setPosition(); \n\ - void main(void) \n\ - { \n\ - setPosition(); \n\ - textureCoords = textureCoordArray; \n\ - }\n"; - -static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\n\ - attribute highp vec2 textureCoordArray; \n\ - attribute lowp float opacityArray; \n\ - varying highp vec2 textureCoords; \n\ - varying lowp float opacity; \n\ - void setPosition(); \n\ - void main(void) \n\ - { \n\ - setPosition(); \n\ - textureCoords = textureCoordArray; \n\ - opacity = opacityArray; \n\ - }\n"; - -// NOTE: We let GL do the perspective correction so texture lookups in the fragment -// shader are also perspective corrected. -static const char* const qglslPositionOnlyVertexShader = "\n\ - attribute highp vec2 vertexCoordsArray; \n\ - attribute highp vec3 pmvMatrix1; \n\ - attribute highp vec3 pmvMatrix2; \n\ - attribute highp vec3 pmvMatrix3; \n\ - void setPosition(void) \n\ - { \n\ - highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ - gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\ - }\n"; - -static const char* const qglslComplexGeometryPositionOnlyVertexShader = "\n\ - uniform highp mat3 matrix; \n\ - uniform highp float translateZ; \n\ - attribute highp vec2 vertexCoordsArray; \n\ - void setPosition(void) \n\ - { \n\ - vec3 v = matrix * vec3(vertexCoordsArray, 1.0); \n\ - vec4 vz = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, translateZ, 1) * vec4(v, 1.0); \n\ - gl_Position = vec4(vz.xyz, 1.0);\n\ - } \n"; - -static const char* const qglslUntransformedPositionVertexShader = "\n\ - attribute highp vec4 vertexCoordsArray; \n\ - void setPosition(void) \n\ - { \n\ - gl_Position = vertexCoordsArray; \n\ - }\n"; - -// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 -static const char* const qglslPositionWithPatternBrushVertexShader = "\n\ - attribute highp vec2 vertexCoordsArray; \n\ - attribute highp vec3 pmvMatrix1; \n\ - attribute highp vec3 pmvMatrix2; \n\ - attribute highp vec3 pmvMatrix3; \n\ - uniform mediump vec2 halfViewportSize; \n\ - uniform highp vec2 invertedTextureSize; \n\ - uniform highp mat3 brushTransform; \n\ - varying highp vec2 patternTexCoords; \n\ - void setPosition(void) \n\ - { \n\ - highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ - gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ - patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\ - }\n"; - -static const char* const qglslAffinePositionWithPatternBrushVertexShader - = qglslPositionWithPatternBrushVertexShader; - -static const char* const qglslPatternBrushSrcFragmentShader = "\n\ - uniform sampler2D brushTexture; \n\ - uniform lowp vec4 patternColor; \n\ - varying highp vec2 patternTexCoords;\n\ - lowp vec4 srcPixel() \n\ - { \n\ - return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\ - }\n"; - - -// Linear Gradient Brush -static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\n\ - attribute highp vec2 vertexCoordsArray; \n\ - attribute highp vec3 pmvMatrix1; \n\ - attribute highp vec3 pmvMatrix2; \n\ - attribute highp vec3 pmvMatrix3; \n\ - uniform mediump vec2 halfViewportSize; \n\ - uniform highp vec3 linearData; \n\ - uniform highp mat3 brushTransform; \n\ - varying mediump float index; \n\ - void setPosition() \n\ - { \n\ - highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ - gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ - index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\ - }\n"; - -static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader - = qglslPositionWithLinearGradientBrushVertexShader; - -static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\ - uniform sampler2D brushTexture; \n\ - varying mediump float index; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - mediump vec2 val = vec2(index, 0.5); \n\ - return texture2D(brushTexture, val); \n\ - }\n"; - - -// Conical Gradient Brush -static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\n\ - attribute highp vec2 vertexCoordsArray; \n\ - attribute highp vec3 pmvMatrix1; \n\ - attribute highp vec3 pmvMatrix2; \n\ - attribute highp vec3 pmvMatrix3; \n\ - uniform mediump vec2 halfViewportSize; \n\ - uniform highp mat3 brushTransform; \n\ - varying highp vec2 A; \n\ - void setPosition(void) \n\ - { \n\ - highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ - gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ - A = hTexCoords.xy * invertedHTexCoordsZ; \n\ - }\n"; - -static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader - = qglslPositionWithConicalGradientBrushVertexShader; - -static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ - #define INVERSE_2PI 0.1591549430918953358 \n\ - uniform sampler2D brushTexture; \n\ - uniform mediump float angle; \n\ - varying highp vec2 A; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - highp float t; \n\ - if (abs(A.y) == abs(A.x)) \n\ - t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\ - else \n\ - t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\ - return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\ - }\n"; - - -// Radial Gradient Brush -static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\ - attribute highp vec2 vertexCoordsArray;\n\ - attribute highp vec3 pmvMatrix1; \n\ - attribute highp vec3 pmvMatrix2; \n\ - attribute highp vec3 pmvMatrix3; \n\ - uniform mediump vec2 halfViewportSize; \n\ - uniform highp mat3 brushTransform; \n\ - uniform highp vec2 fmp; \n\ - uniform mediump vec3 bradius; \n\ - varying highp float b; \n\ - varying highp vec2 A; \n\ - void setPosition(void) \n\ - {\n\ - highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ - gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ - A = hTexCoords.xy * invertedHTexCoordsZ; \n\ - b = bradius.x + 2.0 * dot(A, fmp); \n\ - }\n"; - -static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader - = qglslPositionWithRadialGradientBrushVertexShader; - -static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\ - uniform sampler2D brushTexture; \n\ - uniform highp float fmp2_m_radius2; \n\ - uniform highp float inverse_2_fmp2_m_radius2; \n\ - uniform highp float sqrfr; \n\ - varying highp float b; \n\ - varying highp vec2 A; \n\ - uniform mediump vec3 bradius; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - highp float c = sqrfr-dot(A, A); \n\ - highp float det = b*b - 4.0*fmp2_m_radius2*c; \n\ - lowp vec4 result = vec4(0.0); \n\ - if (det >= 0.0) { \n\ - highp float detSqrt = sqrt(det); \n\ - highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\ - if (bradius.y + w * bradius.z >= 0.0) \n\ - result = texture2D(brushTexture, vec2(w, 0.5)); \n\ - } \n\ - return result; \n\ - }\n"; - - -// Texture Brush -static const char* const qglslPositionWithTextureBrushVertexShader = "\n\ - attribute highp vec2 vertexCoordsArray; \n\ - attribute highp vec3 pmvMatrix1; \n\ - attribute highp vec3 pmvMatrix2; \n\ - attribute highp vec3 pmvMatrix3; \n\ - uniform mediump vec2 halfViewportSize; \n\ - uniform highp vec2 invertedTextureSize; \n\ - uniform highp mat3 brushTransform; \n\ - varying highp vec2 brushTextureCoords; \n\ - void setPosition(void) \n\ - { \n\ - highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ - gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ - brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ - }\n"; - -static const char* const qglslAffinePositionWithTextureBrushVertexShader - = qglslPositionWithTextureBrushVertexShader; - -// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead, -// we emulate GL_REPEAT by only taking the fractional part of the texture coords. -// TODO: Special case POT textures which don't need this emulation -static const char* const qglslTextureBrushSrcFragmentShader_ES = "\n\ - varying highp vec2 brushTextureCoords; \n\ - uniform sampler2D brushTexture; \n\ - lowp vec4 srcPixel() { \n\ - return texture2D(brushTexture, fract(brushTextureCoords)); \n\ - }\n"; - -static const char* const qglslTextureBrushSrcFragmentShader_desktop = "\n\ - varying highp vec2 brushTextureCoords; \n\ - uniform sampler2D brushTexture; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - return texture2D(brushTexture, brushTextureCoords); \n\ - }\n"; - -static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ - varying highp vec2 brushTextureCoords; \n\ - uniform lowp vec4 patternColor; \n\ - uniform sampler2D brushTexture; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ - }\n"; - -// Solid Fill Brush -static const char* const qglslSolidBrushSrcFragmentShader = "\n\ - uniform lowp vec4 fragmentColor; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - return fragmentColor; \n\ - }\n"; - -static const char* const qglslImageSrcFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ - uniform sampler2D imageTexture; \n\ - lowp vec4 srcPixel() \n\ - { \n" - "return texture2D(imageTexture, textureCoords); \n" - "}\n"; - -static const char* const qglslCustomSrcFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ - uniform sampler2D imageTexture; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - return customShader(imageTexture, textureCoords); \n\ - }\n"; - -static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ - uniform lowp vec4 patternColor; \n\ - uniform sampler2D imageTexture; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ - }\n"; - -static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ - uniform sampler2D imageTexture; \n\ - lowp vec4 srcPixel() \n\ - { \n\ - lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ - sample.rgb = sample.rgb * sample.a; \n\ - return sample; \n\ - }\n"; - -static const char* const qglslShockingPinkSrcFragmentShader = "\n\ - lowp vec4 srcPixel() \n\ - { \n\ - return vec4(0.98, 0.06, 0.75, 1.0); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_ImageArrays = "\n\ - varying lowp float opacity; \n\ - lowp vec4 srcPixel(); \n\ - void main() \n\ - { \n\ - gl_FragColor = srcPixel() * opacity; \n\ - }\n"; - -static const char* const qglslMainFragmentShader_CMO = "\n\ - uniform lowp float globalOpacity; \n\ - lowp vec4 srcPixel(); \n\ - lowp vec4 applyMask(lowp vec4); \n\ - lowp vec4 compose(lowp vec4); \n\ - void main() \n\ - { \n\ - gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_CM = "\n\ - lowp vec4 srcPixel(); \n\ - lowp vec4 applyMask(lowp vec4); \n\ - lowp vec4 compose(lowp vec4); \n\ - void main() \n\ - { \n\ - gl_FragColor = applyMask(compose(srcPixel())); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_MO = "\n\ - uniform lowp float globalOpacity; \n\ - lowp vec4 srcPixel(); \n\ - lowp vec4 applyMask(lowp vec4); \n\ - void main() \n\ - { \n\ - gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_M = "\n\ - lowp vec4 srcPixel(); \n\ - lowp vec4 applyMask(lowp vec4); \n\ - void main() \n\ - { \n\ - gl_FragColor = applyMask(srcPixel()); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_CO = "\n\ - uniform lowp float globalOpacity; \n\ - lowp vec4 srcPixel(); \n\ - lowp vec4 compose(lowp vec4); \n\ - void main() \n\ - { \n\ - gl_FragColor = compose(srcPixel()*globalOpacity); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_C = "\n\ - lowp vec4 srcPixel(); \n\ - lowp vec4 compose(lowp vec4); \n\ - void main() \n\ - { \n\ - gl_FragColor = compose(srcPixel()); \n\ - }\n"; - -static const char* const qglslMainFragmentShader_O = "\n\ - uniform lowp float globalOpacity; \n\ - lowp vec4 srcPixel(); \n\ - void main() \n\ - { \n\ - gl_FragColor = srcPixel()*globalOpacity; \n\ - }\n"; - -static const char* const qglslMainFragmentShader = "\n\ - lowp vec4 srcPixel(); \n\ - void main() \n\ - { \n\ - gl_FragColor = srcPixel(); \n\ - }\n"; - -static const char* const qglslMaskFragmentShader = "\n\ - varying highp vec2 textureCoords;\n\ - uniform sampler2D maskTexture;\n\ - lowp vec4 applyMask(lowp vec4 src) \n\ - {\n\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ - return src * mask.a; \n\ - }\n"; - -// For source over with subpixel antialiasing, the final color is calculated per component as follows -// (.a is alpha component, .c is red, green or blue component): -// alpha = src.a * mask.c * opacity -// dest.c = dest.c * (1 - alpha) + src.c * alpha -// -// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color -// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one -// -// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color - -// For source composition with subpixel antialiasing, the final color is calculated per component as follows: -// alpha = src.a * mask.c * opacity -// dest.c = dest.c * (1 - mask.c) + src.c * alpha -// - -static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ - varying highp vec2 textureCoords;\n\ - uniform sampler2D maskTexture;\n\ - lowp vec4 applyMask(lowp vec4 src) \n\ - { \n\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ - return src.a * mask; \n\ - }\n"; - -static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\ - varying highp vec2 textureCoords;\n\ - uniform sampler2D maskTexture;\n\ - lowp vec4 applyMask(lowp vec4 src) \n\ - { \n\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ - return src * mask; \n\ - }\n"; - -/* - Left to implement: - RgbMaskFragmentShader, - RgbMaskWithGammaFragmentShader, - - MultiplyCompositionModeFragmentShader, - ScreenCompositionModeFragmentShader, - OverlayCompositionModeFragmentShader, - DarkenCompositionModeFragmentShader, - LightenCompositionModeFragmentShader, - ColorDodgeCompositionModeFragmentShader, - ColorBurnCompositionModeFragmentShader, - HardLightCompositionModeFragmentShader, - SoftLightCompositionModeFragmentShader, - DifferenceCompositionModeFragmentShader, - ExclusionCompositionModeFragmentShader, -*/ - -QT_END_NAMESPACE - -#endif // GLGC_SHADER_SOURCE_H |