/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtGui 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 #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