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+/****************************************************************************
+**
+** 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