diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/shapecurve.vert')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/shapecurve.vert | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/shapecurve.vert b/src/quick/scenegraph/shaders_ng/shapecurve.vert new file mode 100644 index 0000000000..64e32b5517 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/shapecurve.vert @@ -0,0 +1,81 @@ +#version 440 + +layout(location = 0) in vec4 vertexCoord; +layout(location = 1) in vec4 vertexTexCoord; +layout(location = 2) in vec4 vertexGradient; +layout(location = 3) in vec2 normalVector; + +layout(location = 0) out vec4 qt_TexCoord; +layout(location = 1) out vec4 gradient; + +#if defined(LINEARGRADIENT) +layout(location = 2) out float gradTabIndex; +#elif defined(RADIALGRADIENT) || defined(CONICALGRADIENT) +layout(location = 2) out vec2 coord; +#endif + +layout(std140, binding = 0) uniform buf { + mat4 qt_Matrix; + float matrixScale; + float opacity; + float debug; + float reserved3; + +#if defined(STROKE) + vec4 strokeColor; + float strokeWidth; + float reserved4; + float reserved5; + float reserved6; +#endif + +#if defined(LINEARGRADIENT) + vec2 gradientStart; + vec2 gradientEnd; +#elif defined(RADIALGRADIENT) + vec2 translationPoint; + vec2 focalToCenter; + float centerRadius; + float focalRadius; +#elif defined(CONICALGRADIENT) + vec2 translationPoint; + float angle; +#else + vec4 color; +#endif +} ubuf; + +out gl_PerVertex { vec4 gl_Position; }; + +#define SQRT2 1.41421356237 + +vec4 addOffset(vec4 texCoord, vec2 offset, vec4 duvdxy) +{ + float dudx = duvdxy.x; + float dvdx = duvdxy.y; + float dudy = duvdxy.z; + float dvdy = duvdxy.w; + float u = offset.x * dudx + offset.y * dudy; + float v = offset.x * dvdx + offset.y * dvdy; + // special case external triangles for concave curves + int specialCase = int(texCoord.z > 0) * (int(offset.x != 0) + int(offset.y != 0)); + return vec4(texCoord.x + u, texCoord.y + v, texCoord.z, float(specialCase)); +} + +void main() +{ + vec2 offset = normalVector * SQRT2/ubuf.matrixScale; + + qt_TexCoord = addOffset(vertexTexCoord, offset, vertexGradient); + + gradient = vertexGradient / ubuf.matrixScale; + +#if defined(LINEARGRADIENT) + vec2 gradVec = ubuf.gradientEnd - ubuf.gradientStart; + gradTabIndex = dot(gradVec, vertexCoord.xy - ubuf.gradientStart.xy) / dot(gradVec, gradVec); +#elif defined(RADIALGRADIENT) || defined(CONICALGRADIENT) + coord = vertexCoord.xy - ubuf.translationPoint; +#endif + + gl_Position = ubuf.qt_Matrix * (vertexCoord + vec4(offset, 0, 0)); +} |