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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/effect.glsllib148
2 files changed, 0 insertions, 148 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/res/effectlib/effect.glsllib b/src/Runtime/ogl-runtime/res/effectlib/effect.glsllib
deleted file mode 100644
index 802a8460..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/effect.glsllib
+++ /dev/null
@@ -1,148 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef EFFECT_GLSLLIB
-#define EFFECT_GLSLLIB 1
-
-//Defines used in the effect files.
-
-vec4 GetTextureValue( sampler2D sampler, vec2 inUVCoords, float inTextureAlphaInfo )
-{
- vec4 c = texture2D(sampler, inUVCoords);
- c.rgb = mix( c.rgb*c.a, c.rgb, inTextureAlphaInfo );
- return c;
-}
-
-vec4 GetTextureValuePreMult( sampler2D sampler, vec2 inUVCoords )
-{
- return texture2D(sampler, inUVCoords);
-}
-
-#define SNAPPER_TITLE( title )
-
-#define SNAPPER_PARAMETER(propName, datatype, rangeMin, rangeMax, propNiceName, defaultValue) datatype propName
-
-#define SNAPPER_ANGLE( propName, propNiceName, defaultValueAsFloat ) uniform float propName;
-#define SNAPPER_CHECKBOX(propName, propNiceName, defaultValue) uniform float propName;
-
-#define SNAPPER_ENUM_BEGIN(propName, propNiceName, defaultValueAsIndex) uniform int propName;
-#define SNAPPER_ENUM_VALUE(valueNiceName)
-#define SNAPPER_ENUM_END()
-
-#define SNAPPER_POINT2(propName, propNiceName, defaultValue) uniform vec2 propName;
-#define SNAPPER_COLOR(propName, propNiceName, defaultValue) uniform vec3 propName;
-
-
-#define TEXTURE_LOOKUP_FUNC(name) \
-
-
-//texType = one of: ubyte, ushort, float
-//texFormat = one of: rgb, rgba, lum, lum_alpha
-//texFilter = one of: nearest, linear
-//texWrap = one of: repeat, clamp
-#define SNAPPER_EXTERNAL_PARAMETER(propName, datatype, rangeMin, rangeMax, propNiceName, defaultValue)
-#define SNAPPER_EXTERNAL_ANGLE(propName, propNiceName, defaultValueAsFloat)
-
-// Provide the ability to render outside a effect boundary.
-// Total size = The original effect size * Overrendering value
-// Overrendering value needs to be >= 1.0
-#define SNAPPER_OVERRENDERING(value) const float OverrenderingValue = value;
-
-
-
-#ifdef VERTEX_SHADER
-// Attributes and uniforms used throughout the system.
-attribute vec3 attr_pos;
-attribute vec2 attr_uv;
-#endif
-
-uniform mat4 ModelViewProjectionMatrix;
-//x holds the texture width, y holds the texture height
-//z holds 0,1 value if it should be premultiplied
-uniform vec4 Texture0Info;
-uniform vec2 DestSize; //size of the destination in pixels including overrendering if specified.
-uniform sampler2D Texture0;
-varying vec2 TexCoord;
-uniform vec2 FragColorAlphaSettings; //x > 0.0 premultiply result, y is an alpha multiplier (opacity setting)
-
-vec4 Transform( mat4 ModelViewProjectionMatrix, vec2 inDestSize, vec4 inVertex )
-{
- vec4 temp = ModelViewProjectionMatrix * vec4( inDestSize.x * .5 * inVertex.x, inDestSize.y * .5 * inVertex.y, inVertex.z, inVertex.w );
- return temp;
-}
-////////////////////////////////////////////////////////////
-// provide the texture lookup functions for the default
-// texture (Texture0).
-vec4 texture2D_0(vec2 uv)
-{
- return GetTextureValue( Texture0, uv, Texture0Info.z );
-}
-
-#ifdef FRAGMENT_SHADER
-////////////////////////////////////////////////////////////
-// the functions to set the final frag result.
-void colorOutput(vec4 c)
-{
- c *= FragColorAlphaSettings.x;
- gl_FragColor = clamp(c, 0.0, c.a );
-}
-
-#endif
-
-
-
-////////////////////////////////////////////////////////////
-// define the main functions.
-
-#ifdef VERTEX_SHADER
-#ifndef NO_VERT_MAIN
-
-void vert();
-void main()
-{
- gl_Position = Transform( ModelViewProjectionMatrix, DestSize, vec4(attr_pos, 1.0) );
- TexCoord = attr_uv;
- vert();
-}
-
-#endif
-#endif
-
-#ifdef FRAGMENT_SHADER
-#ifndef NO_FRAG_MAIN
-void frag();
-void main()
-{
- frag();
-}
-#endif // NO_FRAG_MAIN
-#endif // FRAGMENT_SHADER
-
-#endif // EFFECT_GLSLLIB