/**************************************************************************** ** ** 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