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authorSean Harmer <sean.harmer@kdab.com>2013-10-26 18:48:56 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-10-31 12:54:28 +0100
commit426f6aa672b94d8324321bc6c6d4f1a358eebedc (patch)
tree8af3e5b0aa2fdcdb7655672669f5ae277151cc3d /src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert
parent34c85bb56c92316a6ce1c79d25f9653fec14791c (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/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert')
-rw-r--r--src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert
new file mode 100644
index 0000000000..33cb7efb19
--- /dev/null
+++ b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert
@@ -0,0 +1,27 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp float fontScale;
+uniform highp vec4 vecDelta;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+
+void main()
+{
+ highp vec2 sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+
+ // Calculate neighbor pixel position in item space.
+ highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
+ highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta;
+ highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta;
+
+ // Calculate neighbor texture coordinate.
+ highp vec2 scale = textureScale / fontScale;
+ highp vec2 base = sampleCoord - scale * vCoord.xy;
+ sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
+ sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
+} \ No newline at end of file