diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2013-10-26 18:48:56 +0100 |
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committer | The Qt Project <gerrit-noreply@qt-project.org> | 2013-10-31 12:54:28 +0100 |
commit | 426f6aa672b94d8324321bc6c6d4f1a358eebedc (patch) | |
tree | 8af3e5b0aa2fdcdb7655672669f5ae277151cc3d /src/particles/shaders/imageparticle.frag | |
parent | 34c85bb56c92316a6ce1c79d25f9653fec14791c (diff) |
Refactor shaders into seprate GLSL source files
The default implementation of QSGShaderMaterial::vertexShader() and
fragmentShader() now loads the GLSL source from a list of source files
that can be specified via the setShaderSourceFile() or
setShaderSourceFiles() functions.
Multiple shader source files for each shader stage are supported. Each
source file will be read in the order specified and concatenated
together before being compiled.
The other places where Qt Quick 2 loads shader source code have
been adapted to use the new QSGShaderSourceBuilder, which is also
used internally by QSGMaterial.
This puts Qt Quick 2 into a better state ready to support OpenGL
core profile and to load different shaders based upon OpenGL version,
profile, GPU vendor, platform, etc.
Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
Diffstat (limited to 'src/particles/shaders/imageparticle.frag')
-rw-r--r-- | src/particles/shaders/imageparticle.frag | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/src/particles/shaders/imageparticle.frag b/src/particles/shaders/imageparticle.frag new file mode 100644 index 0000000000..699b90babf --- /dev/null +++ b/src/particles/shaders/imageparticle.frag @@ -0,0 +1,40 @@ +uniform sampler2D _qt_texture; +uniform lowp float qt_Opacity; + +#if defined(SPRITE) +varying highp vec4 fTexS; +#elif defined(DEFORM) +varying highp vec2 fTex; +#endif + +#if defined(COLOR) +varying lowp vec4 fColor; +#else +varying lowp float fFade; +#endif + +#if defined(TABLE) +varying lowp vec2 tt; +uniform sampler2D colortable; +#endif + +void main() +{ +#if defined(SPRITE) + gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y) + * fColor + * texture2D(colortable, tt) + * qt_Opacity; +#elif defined(TABLE) + gl_FragColor = texture2D(_qt_texture, fTex) + * fColor + * texture2D(colortable, tt) + * qt_Opacity; +#elif defined(DEFORM) + gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity; +#elif defined(COLOR) + gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity; +#else + gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity); +#endif +}
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