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-rw-r--r--src/declarative/particles/defaultshaders/imagefragment.shader54
1 files changed, 54 insertions, 0 deletions
diff --git a/src/declarative/particles/defaultshaders/imagefragment.shader b/src/declarative/particles/defaultshaders/imagefragment.shader
new file mode 100644
index 0000000000..5286c8519a
--- /dev/null
+++ b/src/declarative/particles/defaultshaders/imagefragment.shader
@@ -0,0 +1,54 @@
+uniform sampler2D texture;
+uniform lowp float qt_Opacity;
+
+#ifdef SPRITE
+varying highp vec4 fTexS;
+#else
+#ifdef DEFORM //First non-pointsprite
+varying highp vec2 fTex;
+#endif
+#endif
+#ifdef COLOR
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+#ifdef TABLE
+varying lowp vec2 tt;
+uniform sampler2D colortable;
+uniform sampler2D opacitytable;
+uniform sampler2D sizetable;
+#endif
+
+void main() {
+#ifdef SPRITE
+ gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y)
+ * fColor
+ * texture2D(colortable, tt)
+ * (texture2D(opacitytable, tt).w * qt_Opacity);
+#else
+#ifdef TABLE
+ highp vec2 tex = (((fTex - 0.5) / texture2D(sizetable, tt).w) + 0.5);
+ lowp vec4 color;
+ if(tex.x < 1.0 && tex.x > 0.0 && tex.y < 1.0 && tex.y > 0.0){//No CLAMP_TO_BORDER in ES2, so have to do it ourselves
+ color = texture2D(texture, tex);//TODO: Replace with uniform array in vertex shader
+ }else{
+ color = vec4(0.,0.,0.,0.);
+ }
+ gl_FragColor = color
+ * fColor
+ * texture2D(colortable, tt)
+ * (texture2D(opacitytable,tt).w * qt_Opacity);
+#else
+#ifdef DEFORM
+ gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
+#else
+#ifdef COLOR
+ gl_FragColor = (texture2D(texture, gl_PointCoord)) * fColor * qt_Opacity;
+#else
+ gl_FragColor = texture2D(texture, gl_PointCoord) * (fFade * qt_Opacity);
+#endif //COLOR
+#endif //DEFORM
+#endif //TABLE
+#endif //SPRITE
+}