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-rw-r--r--src/quickshapes/shaders/blit.frag9
-rw-r--r--src/quickshapes/shaders/blit.vert12
-rw-r--r--src/quickshapes/shaders/blit_core.frag13
-rw-r--r--src/quickshapes/shaders/blit_core.vert14
-rw-r--r--src/quickshapes/shaders/conicalgradient.frag19
-rw-r--r--src/quickshapes/shaders/conicalgradient.vert13
-rw-r--r--src/quickshapes/shaders/conicalgradient_core.frag22
-rw-r--r--src/quickshapes/shaders/conicalgradient_core.vert15
-rw-r--r--src/quickshapes/shaders/lineargradient.frag9
-rw-r--r--src/quickshapes/shaders/lineargradient.vert15
-rw-r--r--src/quickshapes/shaders/lineargradient_core.frag12
-rw-r--r--src/quickshapes/shaders/lineargradient_core.vert17
-rw-r--r--src/quickshapes/shaders/radialgradient.frag25
-rw-r--r--src/quickshapes/shaders/radialgradient.vert13
-rw-r--r--src/quickshapes/shaders/radialgradient_core.frag29
-rw-r--r--src/quickshapes/shaders/radialgradient_core.vert15
16 files changed, 252 insertions, 0 deletions
diff --git a/src/quickshapes/shaders/blit.frag b/src/quickshapes/shaders/blit.frag
new file mode 100644
index 0000000000..505f0db179
--- /dev/null
+++ b/src/quickshapes/shaders/blit.frag
@@ -0,0 +1,9 @@
+varying highp vec2 qt_TexCoord0;
+
+uniform sampler2D source;
+uniform lowp float qt_Opacity;
+
+void main()
+{
+ gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity;
+}
diff --git a/src/quickshapes/shaders/blit.vert b/src/quickshapes/shaders/blit.vert
new file mode 100644
index 0000000000..f8306bd945
--- /dev/null
+++ b/src/quickshapes/shaders/blit.vert
@@ -0,0 +1,12 @@
+uniform highp mat4 qt_Matrix;
+
+attribute highp vec4 qt_Vertex;
+attribute highp vec2 qt_MultiTexCoord0;
+
+varying highp vec2 qt_TexCoord0;
+
+void main()
+{
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+}
diff --git a/src/quickshapes/shaders/blit_core.frag b/src/quickshapes/shaders/blit_core.frag
new file mode 100644
index 0000000000..7073808fba
--- /dev/null
+++ b/src/quickshapes/shaders/blit_core.frag
@@ -0,0 +1,13 @@
+#version 150 core
+
+in vec2 qt_TexCoord0;
+
+out vec4 fragColor;
+
+uniform sampler2D source;
+uniform float qt_Opacity;
+
+void main()
+{
+ fragColor = texture(source, qt_TexCoord0) * qt_Opacity;
+}
diff --git a/src/quickshapes/shaders/blit_core.vert b/src/quickshapes/shaders/blit_core.vert
new file mode 100644
index 0000000000..5246441da3
--- /dev/null
+++ b/src/quickshapes/shaders/blit_core.vert
@@ -0,0 +1,14 @@
+#version 150 core
+
+in vec4 qt_Vertex;
+in vec2 qt_MultiTexCoord0;
+
+out vec2 qt_TexCoord0;
+
+uniform mat4 qt_Matrix;
+
+void main()
+{
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+}
diff --git a/src/quickshapes/shaders/conicalgradient.frag b/src/quickshapes/shaders/conicalgradient.frag
new file mode 100644
index 0000000000..af5fdd5ee0
--- /dev/null
+++ b/src/quickshapes/shaders/conicalgradient.frag
@@ -0,0 +1,19 @@
+#define INVERSE_2PI 0.1591549430918953358
+
+uniform sampler2D gradTabTexture;
+uniform lowp float opacity;
+
+uniform highp float angle;
+
+varying highp vec2 coord;
+
+void main()
+{
+ highp float t;
+ if (abs(coord.y) == abs(coord.x))
+ t = (atan(-coord.y + 0.002, coord.x) + angle) * INVERSE_2PI;
+ else
+ t = (atan(-coord.y, coord.x) + angle) * INVERSE_2PI;
+ gl_FragColor = texture2D(gradTabTexture, vec2(t - floor(t), 0.5)) * opacity;
+
+}
diff --git a/src/quickshapes/shaders/conicalgradient.vert b/src/quickshapes/shaders/conicalgradient.vert
new file mode 100644
index 0000000000..3350b0675a
--- /dev/null
+++ b/src/quickshapes/shaders/conicalgradient.vert
@@ -0,0 +1,13 @@
+attribute vec4 vertexCoord;
+attribute vec4 vertexColor;
+
+uniform mat4 matrix;
+uniform vec2 translationPoint;
+
+varying vec2 coord;
+
+void main()
+{
+ coord = vertexCoord.xy - translationPoint;
+ gl_Position = matrix * vertexCoord;
+}
diff --git a/src/quickshapes/shaders/conicalgradient_core.frag b/src/quickshapes/shaders/conicalgradient_core.frag
new file mode 100644
index 0000000000..e18b80159a
--- /dev/null
+++ b/src/quickshapes/shaders/conicalgradient_core.frag
@@ -0,0 +1,22 @@
+#version 150 core
+
+#define INVERSE_2PI 0.1591549430918953358
+
+uniform sampler2D gradTabTexture;
+uniform float opacity;
+
+uniform float angle;
+
+in vec2 coord;
+
+out vec4 fragColor;
+
+void main()
+{
+ float t;
+ if (abs(coord.y) == abs(coord.x))
+ t = (atan(-coord.y + 0.002, coord.x) + angle) * INVERSE_2PI;
+ else
+ t = (atan(-coord.y, coord.x) + angle) * INVERSE_2PI;
+ fragColor = texture(gradTabTexture, vec2(t - floor(t), 0.5)) * opacity;
+}
diff --git a/src/quickshapes/shaders/conicalgradient_core.vert b/src/quickshapes/shaders/conicalgradient_core.vert
new file mode 100644
index 0000000000..f94a56401b
--- /dev/null
+++ b/src/quickshapes/shaders/conicalgradient_core.vert
@@ -0,0 +1,15 @@
+#version 150 core
+
+in vec4 vertexCoord;
+in vec4 vertexColor;
+
+uniform mat4 matrix;
+uniform vec2 translationPoint;
+
+out vec2 coord;
+
+void main()
+{
+ coord = vertexCoord.xy - translationPoint;
+ gl_Position = matrix * vertexCoord;
+}
diff --git a/src/quickshapes/shaders/lineargradient.frag b/src/quickshapes/shaders/lineargradient.frag
new file mode 100644
index 0000000000..7f4a739109
--- /dev/null
+++ b/src/quickshapes/shaders/lineargradient.frag
@@ -0,0 +1,9 @@
+uniform sampler2D gradTabTexture;
+uniform highp float opacity;
+
+varying highp float gradTabIndex;
+
+void main()
+{
+ gl_FragColor = texture2D(gradTabTexture, vec2(gradTabIndex, 0.5)) * opacity;
+}
diff --git a/src/quickshapes/shaders/lineargradient.vert b/src/quickshapes/shaders/lineargradient.vert
new file mode 100644
index 0000000000..eb21b8886b
--- /dev/null
+++ b/src/quickshapes/shaders/lineargradient.vert
@@ -0,0 +1,15 @@
+attribute vec4 vertexCoord;
+attribute vec4 vertexColor;
+
+uniform mat4 matrix;
+uniform vec2 gradStart;
+uniform vec2 gradEnd;
+
+varying float gradTabIndex;
+
+void main()
+{
+ vec2 gradVec = gradEnd - gradStart;
+ gradTabIndex = dot(gradVec, vertexCoord.xy - gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y);
+ gl_Position = matrix * vertexCoord;
+}
diff --git a/src/quickshapes/shaders/lineargradient_core.frag b/src/quickshapes/shaders/lineargradient_core.frag
new file mode 100644
index 0000000000..5908acfa67
--- /dev/null
+++ b/src/quickshapes/shaders/lineargradient_core.frag
@@ -0,0 +1,12 @@
+#version 150 core
+
+uniform sampler2D gradTabTexture;
+uniform float opacity;
+
+in float gradTabIndex;
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = texture(gradTabTexture, vec2(gradTabIndex, 0.5)) * opacity;
+}
diff --git a/src/quickshapes/shaders/lineargradient_core.vert b/src/quickshapes/shaders/lineargradient_core.vert
new file mode 100644
index 0000000000..60b56f38e3
--- /dev/null
+++ b/src/quickshapes/shaders/lineargradient_core.vert
@@ -0,0 +1,17 @@
+#version 150 core
+
+in vec4 vertexCoord;
+in vec4 vertexColor;
+
+uniform mat4 matrix;
+uniform vec2 gradStart;
+uniform vec2 gradEnd;
+
+out float gradTabIndex;
+
+void main()
+{
+ vec2 gradVec = gradEnd - gradStart;
+ gradTabIndex = dot(gradVec, vertexCoord.xy - gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y);
+ gl_Position = matrix * vertexCoord;
+}
diff --git a/src/quickshapes/shaders/radialgradient.frag b/src/quickshapes/shaders/radialgradient.frag
new file mode 100644
index 0000000000..0f503bc0f7
--- /dev/null
+++ b/src/quickshapes/shaders/radialgradient.frag
@@ -0,0 +1,25 @@
+uniform sampler2D gradTabTexture;
+uniform lowp float opacity;
+
+uniform highp vec2 focalToCenter;
+uniform highp float centerRadius;
+uniform highp float focalRadius;
+
+varying highp vec2 coord;
+
+void main()
+{
+ highp float rd = centerRadius - focalRadius;
+ highp float b = 2.0 * (rd * focalRadius + dot(coord, focalToCenter));
+ highp float fmp2_m_radius2 = -focalToCenter.x * focalToCenter.x - focalToCenter.y * focalToCenter.y + rd * rd;
+ highp float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);
+ highp float det = b * b - 4.0 * fmp2_m_radius2 * ((focalRadius * focalRadius) - dot(coord, coord));
+ lowp vec4 result = vec4(0.0);
+ if (det >= 0.0) {
+ highp float detSqrt = sqrt(det);
+ highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2);
+ if (focalRadius + w * (centerRadius - focalRadius) >= 0.0)
+ result = texture2D(gradTabTexture, vec2(w, 0.5)) * opacity;
+ }
+ gl_FragColor = result;
+}
diff --git a/src/quickshapes/shaders/radialgradient.vert b/src/quickshapes/shaders/radialgradient.vert
new file mode 100644
index 0000000000..3350b0675a
--- /dev/null
+++ b/src/quickshapes/shaders/radialgradient.vert
@@ -0,0 +1,13 @@
+attribute vec4 vertexCoord;
+attribute vec4 vertexColor;
+
+uniform mat4 matrix;
+uniform vec2 translationPoint;
+
+varying vec2 coord;
+
+void main()
+{
+ coord = vertexCoord.xy - translationPoint;
+ gl_Position = matrix * vertexCoord;
+}
diff --git a/src/quickshapes/shaders/radialgradient_core.frag b/src/quickshapes/shaders/radialgradient_core.frag
new file mode 100644
index 0000000000..706ce53e4d
--- /dev/null
+++ b/src/quickshapes/shaders/radialgradient_core.frag
@@ -0,0 +1,29 @@
+#version 150 core
+
+uniform sampler2D gradTabTexture;
+uniform float opacity;
+
+uniform vec2 focalToCenter;
+uniform float centerRadius;
+uniform float focalRadius;
+
+in vec2 coord;
+
+out vec4 fragColor;
+
+void main()
+{
+ float rd = centerRadius - focalRadius;
+ float b = 2.0 * (rd * focalRadius + dot(coord, focalToCenter));
+ float fmp2_m_radius2 = -focalToCenter.x * focalToCenter.x - focalToCenter.y * focalToCenter.y + rd * rd;
+ float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);
+ float det = b * b - 4.0 * fmp2_m_radius2 * ((focalRadius * focalRadius) - dot(coord, coord));
+ vec4 result = vec4(0.0);
+ if (det >= 0.0) {
+ float detSqrt = sqrt(det);
+ float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2);
+ if (focalRadius + w * (centerRadius - focalRadius) >= 0.0)
+ result = texture(gradTabTexture, vec2(w, 0.5)) * opacity;
+ }
+ fragColor = result;
+}
diff --git a/src/quickshapes/shaders/radialgradient_core.vert b/src/quickshapes/shaders/radialgradient_core.vert
new file mode 100644
index 0000000000..f94a56401b
--- /dev/null
+++ b/src/quickshapes/shaders/radialgradient_core.vert
@@ -0,0 +1,15 @@
+#version 150 core
+
+in vec4 vertexCoord;
+in vec4 vertexColor;
+
+uniform mat4 matrix;
+uniform vec2 translationPoint;
+
+out vec2 coord;
+
+void main()
+{
+ coord = vertexCoord.xy - translationPoint;
+ gl_Position = matrix * vertexCoord;
+}