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Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/effect.glsllib')
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/effect.glsllib | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/src/Runtime/ogl-runtime/res/effectlib/effect.glsllib b/src/Runtime/ogl-runtime/res/effectlib/effect.glsllib new file mode 100644 index 00000000..802a8460 --- /dev/null +++ b/src/Runtime/ogl-runtime/res/effectlib/effect.glsllib @@ -0,0 +1,148 @@ +/**************************************************************************** +** +** 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 |