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diff --git a/src/opengl/qopenglengineshadersource_p.h b/src/opengl/qopenglengineshadersource_p.h new file mode 100644 index 0000000000..49d17c8d79 --- /dev/null +++ b/src/opengl/qopenglengineshadersource_p.h @@ -0,0 +1,969 @@ +/**************************************************************************** +** +** 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 QOPENGL_ENGINE_SHADER_SOURCE_H +#define QOPENGL_ENGINE_SHADER_SOURCE_H + +#include "qopenglengineshadermanager_p.h" + +QT_BEGIN_NAMESPACE + + +static const char* const qopenglslMainVertexShader = "\n\ + void setPosition(); \n\ + void main(void) \n\ + { \n\ + setPosition(); \n\ + }\n"; + +static const char* const qopenglslMainWithTexCoordsVertexShader = "\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 qopenglslMainWithTexCoordsAndOpacityVertexShader = "\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 qopenglslPositionOnlyVertexShader = "\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 qopenglslComplexGeometryPositionOnlyVertexShader = "\n\ + uniform highp mat3 matrix; \n\ + attribute highp vec2 vertexCoordsArray; \n\ + void setPosition(void) \n\ + { \n\ + gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\ + } \n"; + +static const char* const qopenglslUntransformedPositionVertexShader = "\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 qopenglslPositionWithPatternBrushVertexShader = "\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 qopenglslAffinePositionWithPatternBrushVertexShader + = qopenglslPositionWithPatternBrushVertexShader; + +static const char* const qopenglslPatternBrushSrcFragmentShader = "\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 qopenglslPositionWithLinearGradientBrushVertexShader = "\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 qopenglslAffinePositionWithLinearGradientBrushVertexShader + = qopenglslPositionWithLinearGradientBrushVertexShader; + +static const char* const qopenglslLinearGradientBrushSrcFragmentShader = "\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 qopenglslPositionWithConicalGradientBrushVertexShader = "\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 qopenglslAffinePositionWithConicalGradientBrushVertexShader + = qopenglslPositionWithConicalGradientBrushVertexShader; + +static const char* const qopenglslConicalGradientBrushSrcFragmentShader = "\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 qopenglslPositionWithRadialGradientBrushVertexShader = "\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 qopenglslAffinePositionWithRadialGradientBrushVertexShader + = qopenglslPositionWithRadialGradientBrushVertexShader; + +static const char* const qopenglslRadialGradientBrushSrcFragmentShader = "\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 qopenglslPositionWithTextureBrushVertexShader = "\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 qopenglslAffinePositionWithTextureBrushVertexShader + = qopenglslPositionWithTextureBrushVertexShader; + +static const char* const qopenglslTextureBrushSrcFragmentShader = "\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 qopenglslTextureBrushSrcWithPatternFragmentShader = "\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 qopenglslSolidBrushSrcFragmentShader = "\n\ + uniform lowp vec4 fragmentColor; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return fragmentColor; \n\ + }\n"; + +static const char* const qopenglslImageSrcFragmentShader = "\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 qopenglslCustomSrcFragmentShader = "\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 qopenglslImageSrcWithPatternFragmentShader = "\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 qopenglslNonPremultipliedImageSrcFragmentShader = "\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 qopenglslGrayscaleImageSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return texture2D(imageTexture, textureCoords).rrra; \n\ + }\n"; + +static const char* const qopenglslAlphaImageSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return vec4(0, 0, 0, texture2D(imageTexture, textureCoords).r); \n\ + }\n"; + +static const char* const qopenglslShockingPinkSrcFragmentShader = "\n\ + lowp vec4 srcPixel() \n\ + { \n\ + return vec4(0.98, 0.06, 0.75, 1.0); \n\ + }\n"; + +static const char* const qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader = "\n\ + lowp vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + gl_FragColor = srcPixel(); \n\ + }\n"; + +static const char* const qopenglslMaskFragmentShader = "\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 qopenglslRgbMaskFragmentShaderPass1 = "\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 qopenglslRgbMaskFragmentShaderPass2 = "\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"; + +static const char* const qopenglslMultiplyCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_multiply) out;\n\ + #endif\n"; + +static const char* const qopenglslScreenCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_screen) out;\n\ + #endif\n"; + +static const char* const qopenglslOverlayCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_overlay) out;\n\ + #endif\n"; + +static const char* const qopenglslDarkenCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_darken) out;\n\ + #endif\n"; + +static const char* const qopenglslLightenCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_lighten) out;\n\ + #endif\n"; + +static const char* const qopenglslColorDodgeCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_colordodge) out;\n\ + #endif\n"; + +static const char* const qopenglslColorBurnCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_colorburn) out;\n\ + #endif\n"; + +static const char* const qopenglslHardLightCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_hardlight) out;\n\ + #endif\n"; + +static const char* const qopenglslSoftLightCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_softlight) out;\n\ + #endif\n"; + +static const char* const qopenglslDifferenceCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_difference) out;\n\ + #endif\n"; + +static const char* const qopenglslExclusionCompositionModeFragmentShader = "\n\ + #ifdef GL_KHR_blend_equation_advanced\n\ + layout(blend_support_exclusion) out;\n\ + #endif\n"; + +/* + Left to implement: + RgbMaskFragmentShader, + RgbMaskWithGammaFragmentShader, +*/ + +/* + OpenGL 3.2+ Core Profile shaders + The following shader snippets are copies of the snippets above + but use the modern GLSL 1.5 keywords. New shaders should make + a snippet for both profiles and add them appropriately in the + shader manager. +*/ +static const char* const qopenglslMainVertexShader_core = + "#version 150 core\n\ + void setPosition(); \n\ + void main(void) \n\ + { \n\ + setPosition(); \n\ + }\n"; + +static const char* const qopenglslMainWithTexCoordsVertexShader_core = + "#version 150 core\n\ + in vec2 textureCoordArray; \n\ + out vec2 textureCoords; \n\ + void setPosition(); \n\ + void main(void) \n\ + { \n\ + setPosition(); \n\ + textureCoords = textureCoordArray; \n\ + }\n"; + +static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader_core = + "#version 150 core\n\ + in vec2 textureCoordArray; \n\ + in float opacityArray; \n\ + out vec2 textureCoords; \n\ + out 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 qopenglslPositionOnlyVertexShader_core = "\n\ + in vec2 vertexCoordsArray; \n\ + in vec3 pmvMatrix1; \n\ + in vec3 pmvMatrix2; \n\ + in vec3 pmvMatrix3; \n\ + void setPosition(void) \n\ + { \n\ + 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 qopenglslComplexGeometryPositionOnlyVertexShader_core = "\n\ + in vec2 vertexCoordsArray; \n\ + uniform mat3 matrix; \n\ + void setPosition(void) \n\ + { \n\ + gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\ + } \n"; + +static const char* const qopenglslUntransformedPositionVertexShader_core = "\n\ + in 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 qopenglslPositionWithPatternBrushVertexShader_core = "\n\ + in vec2 vertexCoordsArray; \n\ + in vec3 pmvMatrix1; \n\ + in vec3 pmvMatrix2; \n\ + in vec3 pmvMatrix3; \n\ + out vec2 patternTexCoords; \n\ + uniform vec2 halfViewportSize; \n\ + uniform vec2 invertedTextureSize; \n\ + uniform mat3 brushTransform; \n\ + void setPosition(void) \n\ + { \n\ + mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ + 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 qopenglslAffinePositionWithPatternBrushVertexShader_core + = qopenglslPositionWithPatternBrushVertexShader_core; + +static const char* const qopenglslPatternBrushSrcFragmentShader_core = "\n\ + in vec2 patternTexCoords;\n\ + uniform sampler2D brushTexture; \n\ + uniform vec4 patternColor; \n\ + vec4 srcPixel() \n\ + { \n\ + return patternColor * (1.0 - texture(brushTexture, patternTexCoords).r); \n\ + }\n"; + + +// Linear Gradient Brush +static const char* const qopenglslPositionWithLinearGradientBrushVertexShader_core = "\n\ + in vec2 vertexCoordsArray; \n\ + in vec3 pmvMatrix1; \n\ + in vec3 pmvMatrix2; \n\ + in vec3 pmvMatrix3; \n\ + out float index; \n\ + uniform vec2 halfViewportSize; \n\ + uniform vec3 linearData; \n\ + uniform mat3 brushTransform; \n\ + void setPosition() \n\ + { \n\ + mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + 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 qopenglslAffinePositionWithLinearGradientBrushVertexShader_core + = qopenglslPositionWithLinearGradientBrushVertexShader_core; + +static const char* const qopenglslLinearGradientBrushSrcFragmentShader_core = "\n\ + uniform sampler2D brushTexture; \n\ + in float index; \n\ + vec4 srcPixel() \n\ + { \n\ + vec2 val = vec2(index, 0.5); \n\ + return texture(brushTexture, val); \n\ + }\n"; + + +// Conical Gradient Brush +static const char* const qopenglslPositionWithConicalGradientBrushVertexShader_core = "\n\ + in vec2 vertexCoordsArray; \n\ + in vec3 pmvMatrix1; \n\ + in vec3 pmvMatrix2; \n\ + in vec3 pmvMatrix3; \n\ + out vec2 A; \n\ + uniform vec2 halfViewportSize; \n\ + uniform mat3 brushTransform; \n\ + void setPosition(void) \n\ + { \n\ + mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + 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 qopenglslAffinePositionWithConicalGradientBrushVertexShader_core + = qopenglslPositionWithConicalGradientBrushVertexShader_core; + +static const char* const qopenglslConicalGradientBrushSrcFragmentShader_core = "\n\ + #define INVERSE_2PI 0.1591549430918953358 \n\ + in vec2 A; \n\ + uniform sampler2D brushTexture; \n\ + uniform float angle; \n\ + vec4 srcPixel() \n\ + { \n\ + 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 texture(brushTexture, vec2(t - floor(t), 0.5)); \n\ + }\n"; + + +// Radial Gradient Brush +static const char* const qopenglslPositionWithRadialGradientBrushVertexShader_core = "\n\ + in vec2 vertexCoordsArray;\n\ + in vec3 pmvMatrix1; \n\ + in vec3 pmvMatrix2; \n\ + in vec3 pmvMatrix3; \n\ + out float b; \n\ + out vec2 A; \n\ + uniform vec2 halfViewportSize; \n\ + uniform mat3 brushTransform; \n\ + uniform vec2 fmp; \n\ + uniform vec3 bradius; \n\ + void setPosition(void) \n\ + {\n\ + mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + 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 qopenglslAffinePositionWithRadialGradientBrushVertexShader_core + = qopenglslPositionWithRadialGradientBrushVertexShader_core; + +static const char* const qopenglslRadialGradientBrushSrcFragmentShader_core = "\n\ + in float b; \n\ + in vec2 A; \n\ + uniform sampler2D brushTexture; \n\ + uniform float fmp2_m_radius2; \n\ + uniform float inverse_2_fmp2_m_radius2; \n\ + uniform float sqrfr; \n\ + uniform vec3 bradius; \n\ + \n\ + vec4 srcPixel() \n\ + { \n\ + float c = sqrfr-dot(A, A); \n\ + float det = b*b - 4.0*fmp2_m_radius2*c; \n\ + vec4 result = vec4(0.0); \n\ + if (det >= 0.0) { \n\ + float detSqrt = sqrt(det); \n\ + 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 = texture(brushTexture, vec2(w, 0.5)); \n\ + } \n\ + return result; \n\ + }\n"; + + +// Texture Brush +static const char* const qopenglslPositionWithTextureBrushVertexShader_core = "\n\ + in vec2 vertexCoordsArray; \n\ + in vec3 pmvMatrix1; \n\ + in vec3 pmvMatrix2; \n\ + in vec3 pmvMatrix3; \n\ + out vec2 brushTextureCoords; \n\ + uniform vec2 halfViewportSize; \n\ + uniform vec2 invertedTextureSize; \n\ + uniform mat3 brushTransform; \n\ + \n\ + void setPosition(void) \n\ + { \n\ + mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + 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 qopenglslAffinePositionWithTextureBrushVertexShader_core + = qopenglslPositionWithTextureBrushVertexShader_core; + +static const char* const qopenglslTextureBrushSrcFragmentShader_core = "\n\ + in vec2 brushTextureCoords; \n\ + uniform sampler2D brushTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return texture(brushTexture, brushTextureCoords); \n\ + }\n"; + +static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader_core = "\n\ + in vec2 brushTextureCoords; \n\ + uniform vec4 patternColor; \n\ + uniform sampler2D brushTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return patternColor * (1.0 - texture(brushTexture, brushTextureCoords).r); \n\ + }\n"; + +// Solid Fill Brush +static const char* const qopenglslSolidBrushSrcFragmentShader_core = "\n\ + uniform vec4 fragmentColor; \n\ + vec4 srcPixel() \n\ + { \n\ + return fragmentColor; \n\ + }\n"; + +static const char* const qopenglslImageSrcFragmentShader_core = "\n\ + in vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return texture(imageTexture, textureCoords); \n\ + }\n"; + +static const char* const qopenglslCustomSrcFragmentShader_core = "\n\ + in vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return customShader(imageTexture, textureCoords); \n\ + }\n"; + +static const char* const qopenglslImageSrcWithPatternFragmentShader_core = "\n\ + in vec2 textureCoords; \n\ + uniform vec4 patternColor; \n\ + uniform sampler2D imageTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return patternColor * (1.0 - texture(imageTexture, textureCoords).r); \n\ + }\n"; + +static const char* const qopenglslNonPremultipliedImageSrcFragmentShader_core = "\n\ + in vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + vec4 sample = texture(imageTexture, textureCoords); \n\ + sample.rgb = sample.rgb * sample.a; \n\ + return sample; \n\ + }\n"; + +static const char* const qopenglslGrayscaleImageSrcFragmentShader_core = "\n\ + in vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return texture(imageTexture, textureCoords).rrra; \n\ + }\n"; + +static const char* const qopenglslAlphaImageSrcFragmentShader_core = "\n\ + in vec2 textureCoords; \n\ + uniform sampler2D imageTexture; \n\ + vec4 srcPixel() \n\ + { \n\ + return vec4(0, 0, 0, texture(imageTexture, textureCoords).r); \n\ + }\n"; + +static const char* const qopenglslShockingPinkSrcFragmentShader_core = "\n\ + vec4 srcPixel() \n\ + { \n\ + return vec4(0.98, 0.06, 0.75, 1.0); \n\ + }\n"; + +static const char* const qopenglslMainFragmentShader_ImageArrays_core = + "#version 150 core\n\ + in float opacity; \n\ + out vec4 fragColor; \n\ + vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + fragColor = srcPixel() * opacity; \n\ + }\n"; + +static const char* const qopenglslMainFragmentShader_MO_core = + "#version 150 core\n\ + out vec4 fragColor; \n\ + uniform float globalOpacity; \n\ + vec4 srcPixel(); \n\ + vec4 applyMask(vec4); \n\ + void main() \n\ + { \n\ + fragColor = applyMask(srcPixel()*globalOpacity); \n\ + }\n"; + +static const char* const qopenglslMainFragmentShader_M_core = + "#version 150 core\n\ + out vec4 fragColor; \n\ + vec4 srcPixel(); \n\ + vec4 applyMask(vec4); \n\ + void main() \n\ + { \n\ + fragColor = applyMask(srcPixel()); \n\ + }\n"; + +static const char* const qopenglslMainFragmentShader_O_core = + "#version 150 core\n\ + out vec4 fragColor; \n\ + uniform float globalOpacity; \n\ + vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + fragColor = srcPixel()*globalOpacity; \n\ + }\n"; + +static const char* const qopenglslMainFragmentShader_core = + "#version 150 core\n\ + out vec4 fragColor; \n\ + vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + fragColor = srcPixel(); \n\ + }\n"; + +static const char* const qopenglslMaskFragmentShader_core = "\n\ + in vec2 textureCoords;\n\ + uniform sampler2D maskTexture;\n\ + vec4 applyMask(vec4 src) \n\ + {\n\ + vec4 mask = texture(maskTexture, textureCoords); \n\ + return src * mask.r; \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 qopenglslRgbMaskFragmentShaderPass1_core = "\n\ + in vec2 textureCoords;\n\ + uniform sampler2D maskTexture;\n\ + vec4 applyMask(vec4 src) \n\ + { \n\ + vec4 mask = texture(maskTexture, textureCoords); \n\ + return src.a * mask; \n\ + }\n"; + +static const char* const qopenglslRgbMaskFragmentShaderPass2_core = "\n\ + in vec2 textureCoords;\n\ + uniform sampler2D maskTexture;\n\ + vec4 applyMask(vec4 src) \n\ + { \n\ + vec4 mask = texture(maskTexture, textureCoords); \n\ + return src * mask; \n\ + }\n"; + +/* + Left to implement: + RgbMaskFragmentShader_core, + RgbMaskWithGammaFragmentShader_core, +*/ + +QT_END_NAMESPACE + +#endif // GLGC_SHADER_SOURCE_H |