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-rw-r--r--src/quick/scenegraph/shaders/24bittextmask.frag10
-rw-r--r--src/quick/scenegraph/shaders/8bittextmask.frag9
-rw-r--r--src/quick/scenegraph/shaders/distancefieldoutlinetext.frag16
-rw-r--r--src/quick/scenegraph/shaders/distancefieldshiftedtext.frag17
-rw-r--r--src/quick/scenegraph/shaders/distancefieldshiftedtext.vert17
-rw-r--r--src/quick/scenegraph/shaders/distancefieldtext.frag13
-rw-r--r--src/quick/scenegraph/shaders/distancefieldtext.vert13
-rw-r--r--src/quick/scenegraph/shaders/flatcolor.frag6
-rw-r--r--src/quick/scenegraph/shaders/flatcolor.vert7
-rw-r--r--src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag58
-rw-r--r--src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert34
-rw-r--r--src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag17
-rw-r--r--src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.vert27
-rw-r--r--src/quick/scenegraph/shaders/opaquetexture.frag8
-rw-r--r--src/quick/scenegraph/shaders/opaquetexture.vert12
-rw-r--r--src/quick/scenegraph/shaders/outlinedtext.frag21
-rw-r--r--src/quick/scenegraph/shaders/outlinedtext.vert22
-rw-r--r--src/quick/scenegraph/shaders/rendernode.frag8
-rw-r--r--src/quick/scenegraph/shaders/rendernode.vert10
-rw-r--r--src/quick/scenegraph/shaders/smoothcolor.frag6
-rw-r--r--src/quick/scenegraph/shaders/smoothcolor.vert45
-rw-r--r--src/quick/scenegraph/shaders/smoothtexture.frag9
-rw-r--r--src/quick/scenegraph/shaders/smoothtexture.vert52
-rw-r--r--src/quick/scenegraph/shaders/stencilclip.frag4
-rw-r--r--src/quick/scenegraph/shaders/stencilclip.vert8
-rw-r--r--src/quick/scenegraph/shaders/styledtext.frag14
-rw-r--r--src/quick/scenegraph/shaders/styledtext.vert16
-rw-r--r--src/quick/scenegraph/shaders/textmask.frag10
-rw-r--r--src/quick/scenegraph/shaders/textmask.vert13
-rw-r--r--src/quick/scenegraph/shaders/texture.frag9
-rw-r--r--src/quick/scenegraph/shaders/vertexcolor.frag6
-rw-r--r--src/quick/scenegraph/shaders/vertexcolor.vert13
32 files changed, 530 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders/24bittextmask.frag b/src/quick/scenegraph/shaders/24bittextmask.frag
new file mode 100644
index 0000000000..ac62e7b642
--- /dev/null
+++ b/src/quick/scenegraph/shaders/24bittextmask.frag
@@ -0,0 +1,10 @@
+varying highp vec2 sampleCoord;
+
+uniform lowp sampler2D texture;
+uniform lowp float color; // just the alpha, really...
+
+void main()
+{
+ lowp vec4 glyph = texture2D(texture, sampleCoord);
+ gl_FragColor = vec4(glyph.rgb * color, glyph.a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/8bittextmask.frag b/src/quick/scenegraph/shaders/8bittextmask.frag
new file mode 100644
index 0000000000..f2f06e8e07
--- /dev/null
+++ b/src/quick/scenegraph/shaders/8bittextmask.frag
@@ -0,0 +1,9 @@
+varying highp vec2 sampleCoord;
+
+uniform lowp sampler2D texture;
+uniform lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color * texture2D(texture, sampleCoord).a;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldoutlinetext.frag b/src/quick/scenegraph/shaders/distancefieldoutlinetext.frag
new file mode 100644
index 0000000000..250ed322a1
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldoutlinetext.frag
@@ -0,0 +1,16 @@
+varying highp vec2 sampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+uniform mediump float outlineAlphaMax0;
+uniform mediump float outlineAlphaMax1;
+
+void main()
+{
+ mediump float d = texture2D(_qt_texture, sampleCoord).a;
+ gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d))
+ * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldshiftedtext.frag b/src/quick/scenegraph/shaders/distancefieldshiftedtext.frag
new file mode 100644
index 0000000000..60c1c7468b
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldshiftedtext.frag
@@ -0,0 +1,17 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a);
+ highp vec4 shifted = styleColor * smoothstep(alphaMin,
+ alphaMax,
+ texture2D(_qt_texture, shiftedSampleCoord).a);
+ gl_FragColor = mix(shifted, color, a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldshiftedtext.vert b/src/quick/scenegraph/shaders/distancefieldshiftedtext.vert
new file mode 100644
index 0000000000..800eadc4f1
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldshiftedtext.vert
@@ -0,0 +1,17 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+uniform highp vec2 shift;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ shiftedSampleCoord = (tCoord - shift) * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldtext.frag b/src/quick/scenegraph/shaders/distancefieldtext.frag
new file mode 100644
index 0000000000..951fb2a825
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldtext.frag
@@ -0,0 +1,13 @@
+varying highp vec2 sampleCoord;
+
+uniform mediump sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ gl_FragColor = color * smoothstep(alphaMin,
+ alphaMax,
+ texture2D(_qt_texture, sampleCoord).a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/distancefieldtext.vert b/src/quick/scenegraph/shaders/distancefieldtext.vert
new file mode 100644
index 0000000000..c4963977a5
--- /dev/null
+++ b/src/quick/scenegraph/shaders/distancefieldtext.vert
@@ -0,0 +1,13 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/flatcolor.frag b/src/quick/scenegraph/shaders/flatcolor.frag
new file mode 100644
index 0000000000..8c225bf5a4
--- /dev/null
+++ b/src/quick/scenegraph/shaders/flatcolor.frag
@@ -0,0 +1,6 @@
+uniform lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/flatcolor.vert b/src/quick/scenegraph/shaders/flatcolor.vert
new file mode 100644
index 0000000000..a61de97f85
--- /dev/null
+++ b/src/quick/scenegraph/shaders/flatcolor.vert
@@ -0,0 +1,7 @@
+attribute highp vec4 vCoord;
+uniform highp mat4 matrix;
+
+void main()
+{
+ gl_Position = matrix * vCoord;
+}
diff --git a/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag
new file mode 100644
index 0000000000..9b65e5f79b
--- /dev/null
+++ b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag
@@ -0,0 +1,58 @@
+varying highp vec2 sampleCoord;
+varying highp vec3 sampleFarLeft;
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+varying highp vec3 sampleFarRight;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ highp vec4 n;
+ n.x = texture2DProj(_qt_texture, sampleFarLeft).a;
+ n.y = texture2DProj(_qt_texture, sampleNearLeft).a;
+ highp float c = texture2D(_qt_texture, sampleCoord).a;
+ n.z = texture2DProj(_qt_texture, sampleNearRight).a;
+ n.w = texture2DProj(_qt_texture, sampleFarRight).a;
+#if 0
+ // Blurrier, faster.
+ n = smoothstep(alphaMin, alphaMax, n);
+ c = smoothstep(alphaMin, alphaMax, c);
+#else
+ // Sharper, slower.
+ highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67);
+ highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d);
+ highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d);
+ n = smoothstep(lo.xxyy, hi.xxyy, n);
+ c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c);
+#endif
+ gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
+}
+
+/*
+#extension GL_OES_standard_derivatives: enable
+
+varying highp vec2 sampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform highp float alphaMin;
+uniform highp float alphaMax;
+
+void main()
+{
+ highp vec2 delta = dFdx(sampleCoord);
+ highp vec4 n;
+ n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a;
+ n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a;
+ highp float c = texture2D(_qt_texture, sampleCoord).a;
+ n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a;
+ n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a;
+ n = smoothstep(alphaMin, alphaMax, n);
+ c = smoothstep(alphaMin, alphaMax, c);
+ gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
+};
+*/ \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert
new file mode 100644
index 0000000000..62768e88e1
--- /dev/null
+++ b/src/quick/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert
@@ -0,0 +1,34 @@
+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 vec2 sampleCoord;
+varying highp vec3 sampleFarLeft;
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+varying highp vec3 sampleFarRight;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+
+ // Calculate neighbor pixel position in item space.
+ highp vec3 wDelta = gl_Position.w * vecDelta.xyw;
+ highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta;
+ highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta;
+ highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta;
+ highp vec3 farRight = vCoord.xyw + 0.667 * wDelta;
+
+ // Calculate neighbor texture coordinate.
+ highp vec2 scale = textureScale / fontScale;
+ highp vec2 base = sampleCoord - scale * vCoord.xy;
+ sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z);
+ sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
+ sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
+ sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag
new file mode 100644
index 0000000000..61b6c8dd9a
--- /dev/null
+++ b/src/quick/scenegraph/shaders/loqsubpixeldistancefieldtext.frag
@@ -0,0 +1,17 @@
+varying highp vec3 sampleNearLeft;
+varying highp vec3 sampleNearRight;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform mediump float alphaMin;
+uniform mediump float alphaMax;
+
+void main()
+{
+ highp vec2 n;
+ n.x = texture2DProj(_qt_texture, sampleNearLeft).a;
+ n.y = texture2DProj(_qt_texture, sampleNearRight).a;
+ n = smoothstep(alphaMin, alphaMax, n);
+ highp float c = 0.5 * (n.x + n.y);
+ gl_FragColor = vec4(n.x, c, n.y, c) * color.w;
+} \ No newline at end of file
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
diff --git a/src/quick/scenegraph/shaders/opaquetexture.frag b/src/quick/scenegraph/shaders/opaquetexture.frag
new file mode 100644
index 0000000000..b7e07de385
--- /dev/null
+++ b/src/quick/scenegraph/shaders/opaquetexture.frag
@@ -0,0 +1,8 @@
+varying highp vec2 qt_TexCoord;
+
+uniform sampler2D qt_Texture;
+
+void main()
+{
+ gl_FragColor = texture2D(qt_Texture, qt_TexCoord);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/opaquetexture.vert b/src/quick/scenegraph/shaders/opaquetexture.vert
new file mode 100644
index 0000000000..32cf02df25
--- /dev/null
+++ b/src/quick/scenegraph/shaders/opaquetexture.vert
@@ -0,0 +1,12 @@
+uniform highp mat4 qt_Matrix;
+
+attribute highp vec4 qt_VertexPosition;
+attribute highp vec2 qt_VertexTexCoord;
+
+varying highp vec2 qt_TexCoord;
+
+void main()
+{
+ qt_TexCoord = qt_VertexTexCoord;
+ gl_Position = qt_Matrix * qt_VertexPosition;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/outlinedtext.frag b/src/quick/scenegraph/shaders/outlinedtext.frag
new file mode 100644
index 0000000000..b3e5475d5d
--- /dev/null
+++ b/src/quick/scenegraph/shaders/outlinedtext.frag
@@ -0,0 +1,21 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 sCoordUp;
+varying highp vec2 sCoordDown;
+varying highp vec2 sCoordLeft;
+varying highp vec2 sCoordRight;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+
+void main()
+{
+ lowp float glyph = texture2D(_qt_texture, sampleCoord).a;
+ lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a +
+ texture2D(_qt_texture, sCoordDown).a +
+ texture2D(_qt_texture, sCoordLeft).a +
+ texture2D(_qt_texture, sCoordRight).a,
+ 0.0, 1.0) - glyph,
+ 0.0, 1.0);
+ gl_FragColor = outline * styleColor + glyph * color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/outlinedtext.vert b/src/quick/scenegraph/shaders/outlinedtext.vert
new file mode 100644
index 0000000000..ced8afd034
--- /dev/null
+++ b/src/quick/scenegraph/shaders/outlinedtext.vert
@@ -0,0 +1,22 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp vec2 shift;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 sCoordUp;
+varying highp vec2 sCoordDown;
+varying highp vec2 sCoordLeft;
+varying highp vec2 sCoordRight;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale;
+ sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale;
+ sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale;
+ sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/rendernode.frag b/src/quick/scenegraph/shaders/rendernode.frag
new file mode 100644
index 0000000000..b4e9b0209c
--- /dev/null
+++ b/src/quick/scenegraph/shaders/rendernode.frag
@@ -0,0 +1,8 @@
+uniform lowp sampler2D tex;
+
+varying highp vec2 t;
+
+void main()
+{
+ gl_FragColor = texture2D(tex, t);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/rendernode.vert b/src/quick/scenegraph/shaders/rendernode.vert
new file mode 100644
index 0000000000..fbfe9ef8ae
--- /dev/null
+++ b/src/quick/scenegraph/shaders/rendernode.vert
@@ -0,0 +1,10 @@
+attribute highp vec4 av;
+attribute highp vec2 at;
+
+varying highp vec2 t;
+
+void main()
+{
+ gl_Position = av;
+ t = at;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothcolor.frag b/src/quick/scenegraph/shaders/smoothcolor.frag
new file mode 100644
index 0000000000..71de9dbfc2
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothcolor.frag
@@ -0,0 +1,6 @@
+varying lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothcolor.vert b/src/quick/scenegraph/shaders/smoothcolor.vert
new file mode 100644
index 0000000000..df70fea92a
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothcolor.vert
@@ -0,0 +1,45 @@
+uniform highp vec2 pixelSize;
+uniform highp mat4 matrix;
+uniform lowp float opacity;
+
+attribute highp vec4 vertex;
+attribute lowp vec4 vertexColor;
+attribute highp vec2 vertexOffset;
+
+varying lowp vec4 color;
+
+void main()
+{
+ highp vec4 pos = matrix * vertex;
+ gl_Position = pos;
+
+ if (vertexOffset.x != 0.) {
+ highp vec4 delta = matrix[0] * vertexOffset.x;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ }
+
+ if (vertexOffset.y != 0.) {
+ highp vec4 delta = matrix[1] * vertexOffset.y;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ }
+
+ color = vertexColor * opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothtexture.frag b/src/quick/scenegraph/shaders/smoothtexture.frag
new file mode 100644
index 0000000000..e4f6359f3d
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothtexture.frag
@@ -0,0 +1,9 @@
+uniform sampler2D qt_Texture;
+
+varying highp vec2 texCoord;
+varying lowp float vertexOpacity;
+
+void main()
+{
+ gl_FragColor = texture2D(qt_Texture, texCoord) * vertexOpacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/smoothtexture.vert b/src/quick/scenegraph/shaders/smoothtexture.vert
new file mode 100644
index 0000000000..1ce824a68f
--- /dev/null
+++ b/src/quick/scenegraph/shaders/smoothtexture.vert
@@ -0,0 +1,52 @@
+uniform highp vec2 pixelSize;
+uniform highp mat4 qt_Matrix;
+uniform lowp float opacity;
+
+attribute highp vec4 vertex;
+attribute highp vec2 multiTexCoord;
+attribute highp vec2 vertexOffset;
+attribute highp vec2 texCoordOffset;
+
+varying highp vec2 texCoord;
+varying lowp float vertexOpacity;
+
+void main()
+{
+ highp vec4 pos = qt_Matrix * vertex;
+ gl_Position = pos;
+ texCoord = multiTexCoord;
+
+ if (vertexOffset.x != 0.) {
+ highp vec4 delta = qt_Matrix[0] * vertexOffset.x;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ texCoord.x += scale * texCoordOffset.x;
+ }
+
+ if (vertexOffset.y != 0.) {
+ highp vec4 delta = qt_Matrix[1] * vertexOffset.y;
+ highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ highp float numerator = dot(dir, ndir * pos.w * pos.w);
+ highp float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ gl_Position += scale * delta;
+ texCoord.y += scale * texCoordOffset.y;
+ }
+
+ bool onEdge = any(notEqual(vertexOffset, vec2(0.)));
+ bool outerEdge = all(equal(texCoordOffset, vec2(0.)));
+ vertexOpacity = onEdge && outerEdge ? 0. : opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/stencilclip.frag b/src/quick/scenegraph/shaders/stencilclip.frag
new file mode 100644
index 0000000000..70b7717977
--- /dev/null
+++ b/src/quick/scenegraph/shaders/stencilclip.frag
@@ -0,0 +1,4 @@
+void main()
+{
+ gl_FragColor = vec4(0.81, 0.83, 0.12, 1.0); // Trolltech green ftw!
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/stencilclip.vert b/src/quick/scenegraph/shaders/stencilclip.vert
new file mode 100644
index 0000000000..0e546c8112
--- /dev/null
+++ b/src/quick/scenegraph/shaders/stencilclip.vert
@@ -0,0 +1,8 @@
+attribute highp vec4 vCoord;
+
+uniform highp mat4 matrix;
+
+void main()
+{
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/styledtext.frag b/src/quick/scenegraph/shaders/styledtext.frag
new file mode 100644
index 0000000000..662dbef2fc
--- /dev/null
+++ b/src/quick/scenegraph/shaders/styledtext.frag
@@ -0,0 +1,14 @@
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+uniform lowp vec4 styleColor;
+
+void main()
+{
+ lowp float glyph = texture2D(_qt_texture, sampleCoord).a;
+ lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph,
+ 0.0, 1.0);
+ gl_FragColor = style * styleColor + glyph * color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/styledtext.vert b/src/quick/scenegraph/shaders/styledtext.vert
new file mode 100644
index 0000000000..3ad9497b65
--- /dev/null
+++ b/src/quick/scenegraph/shaders/styledtext.vert
@@ -0,0 +1,16 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+uniform highp vec2 shift;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+varying highp vec2 shiftedSampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ shiftedSampleCoord = (tCoord - shift) * textureScale;
+ gl_Position = matrix * vCoord;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/textmask.frag b/src/quick/scenegraph/shaders/textmask.frag
new file mode 100644
index 0000000000..7715688ecc
--- /dev/null
+++ b/src/quick/scenegraph/shaders/textmask.frag
@@ -0,0 +1,10 @@
+varying highp vec2 sampleCoord;
+
+uniform sampler2D _qt_texture;
+uniform lowp vec4 color;
+
+void main()
+{
+ lowp vec4 glyph = texture2D(_qt_texture, sampleCoord);
+ gl_FragColor = vec4(glyph.rgb * color.a, glyph.a);
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/textmask.vert b/src/quick/scenegraph/shaders/textmask.vert
new file mode 100644
index 0000000000..1f45e9cf71
--- /dev/null
+++ b/src/quick/scenegraph/shaders/textmask.vert
@@ -0,0 +1,13 @@
+uniform highp mat4 matrix;
+uniform highp vec2 textureScale;
+
+attribute highp vec4 vCoord;
+attribute highp vec2 tCoord;
+
+varying highp vec2 sampleCoord;
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+ gl_Position = matrix * vCoord;
+}
diff --git a/src/quick/scenegraph/shaders/texture.frag b/src/quick/scenegraph/shaders/texture.frag
new file mode 100644
index 0000000000..2d97f2e66a
--- /dev/null
+++ b/src/quick/scenegraph/shaders/texture.frag
@@ -0,0 +1,9 @@
+varying highp vec2 qt_TexCoord;
+
+uniform sampler2D qt_Texture;
+uniform lowp float opacity;
+
+void main()
+{
+ gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/vertexcolor.frag b/src/quick/scenegraph/shaders/vertexcolor.frag
new file mode 100644
index 0000000000..71de9dbfc2
--- /dev/null
+++ b/src/quick/scenegraph/shaders/vertexcolor.frag
@@ -0,0 +1,6 @@
+varying lowp vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/src/quick/scenegraph/shaders/vertexcolor.vert b/src/quick/scenegraph/shaders/vertexcolor.vert
new file mode 100644
index 0000000000..750d520114
--- /dev/null
+++ b/src/quick/scenegraph/shaders/vertexcolor.vert
@@ -0,0 +1,13 @@
+attribute highp vec4 vertexCoord;
+attribute highp vec4 vertexColor;
+
+uniform highp mat4 matrix;
+uniform highp float opacity;
+
+varying lowp vec4 color;
+
+void main()
+{
+ gl_Position = matrix * vertexCoord;
+ color = vertexColor * opacity;
+} \ No newline at end of file