| 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** Contact: Qt Software Information ([email protected])
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| 5 | **
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| 6 | ** This file is part of the QtOpenGL module of the Qt Toolkit.
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| 7 | **
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| 8 | ** $QT_BEGIN_LICENSE:LGPL$
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| 9 | ** Commercial Usage
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| 10 | ** Licensees holding valid Qt Commercial licenses may use this file in
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| 11 | ** accordance with the Qt Commercial License Agreement provided with the
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| 12 | ** Software or, alternatively, in accordance with the terms contained in
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| 13 | ** a written agreement between you and Nokia.
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| 14 | **
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| 15 | ** GNU Lesser General Public License Usage
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| 16 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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| 17 | ** General Public License version 2.1 as published by the Free Software
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| 18 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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| 19 | ** packaging of this file. Please review the following information to
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| 20 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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| 21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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| 22 | **
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| 23 | ** In addition, as a special exception, Nokia gives you certain
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| 24 | ** additional rights. These rights are described in the Nokia Qt LGPL
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| 25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
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| 26 | ** package.
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| 27 | **
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| 28 | ** GNU General Public License Usage
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| 29 | ** Alternatively, this file may be used under the terms of the GNU
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| 30 | ** General Public License version 3.0 as published by the Free Software
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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| 32 | ** packaging of this file. Please review the following information to
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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| 35 | **
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| 36 | ** If you are unsure which license is appropriate for your use, please
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| 37 | ** contact the sales department at [email protected].
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | #ifndef GLGC_SHADER_SOURCE_H
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| 43 | #define GLGC_SHADER_SOURCE_H
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| 44 |
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| 45 | QT_BEGIN_HEADER
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| 46 |
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| 47 | QT_BEGIN_NAMESPACE
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| 48 |
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| 49 | QT_MODULE(OpenGL)
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| 50 |
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| 51 | static const char* qglslImageVertexShader = "\
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| 52 | attribute highp vec4 inputVertex; \
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| 53 | attribute lowp vec2 textureCoord; \
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| 54 | uniform highp mat4 pmvMatrix; \
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| 55 | varying lowp vec2 fragTextureCoord; \
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| 56 | void main(void) \
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| 57 | {\
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| 58 | gl_Position = pmvMatrix * inputVertex;\
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| 59 | fragTextureCoord = textureCoord; \
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| 60 | }";
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| 61 |
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| 62 | static const char* qglslImageFragmentShader = "\
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| 63 | varying lowp vec2 fragTextureCoord;\
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| 64 | uniform sampler2D textureSampler;\
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| 65 | uniform lowp float opacity; \
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| 66 | void main(void) \
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| 67 | {\
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| 68 | gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \
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| 69 | }";
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| 70 |
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| 71 | static const char* qglslTextFragmentShader = "\
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| 72 | varying lowp vec2 fragTextureCoord;\
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| 73 | uniform mediump vec4 fragmentColor;\
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| 74 | uniform sampler2D textureSampler;\
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| 75 | void main(void) \
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| 76 | {\
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| 77 | highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \
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| 78 | tex = fragmentColor * tex.r; \
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| 79 | gl_FragColor = tex; \
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| 80 | }";
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| 81 |
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| 82 | static const char* qglslDefaultVertexShader = "\
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| 83 | attribute highp vec4 inputVertex;\
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| 84 | uniform highp mat4 pmvMatrix;\
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| 85 | void main(void)\
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| 86 | {\
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| 87 | gl_Position = pmvMatrix * inputVertex;\
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| 88 | }";
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| 89 |
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| 90 | static const char* qglslSimpleFragmentShader = "\
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| 91 | void main (void)\
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| 92 | {\
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| 93 | gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\
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| 94 | }";
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| 95 |
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| 96 |
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| 97 | /**** FRAGMENT SHADER MAIN FUNCTIONS ****/
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| 98 | // NOTE: Currently, the engine assumes brushes return colors already in pre-multiplied
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| 99 | // format. However, this may change if we add support for non-premultiplied
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| 100 |
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| 101 | static const char* qglslNoOpacityFragmentShaderMain = "\n\
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| 102 | mediump vec4 brush();\
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| 103 | void main (void)\
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| 104 | {\
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| 105 | gl_FragColor = brush();\
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| 106 | }\n";
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| 107 |
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| 108 | static const char* qglslFragmentShaderMain = "\n\
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| 109 | mediump vec4 brush();\
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| 110 | uniform lowp float opacity; \
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| 111 | void main (void)\
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| 112 | {\
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| 113 | gl_FragColor = brush() * opacity;\
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| 114 | }\n";
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| 115 |
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| 116 |
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| 117 |
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| 118 | /**** BRUSH SHADERS ****/
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| 119 |
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| 120 | // This should never actually be used
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| 121 | static const char* qglslNoBrushFragmentShader = "\n\
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| 122 | mediump vec4 brush() { \
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| 123 | discard; \
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| 124 | return vec4(1.0, 0.8, 0.8, 1.0);\
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| 125 | }\n";
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| 126 |
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| 127 | // Solid Fill Brush
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| 128 | static const char* qglslSolidBrushFragmentShader = "\n\
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| 129 | uniform mediump vec4 fragmentColor; \
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| 130 | mediump vec4 brush() { \
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| 131 | return fragmentColor;\
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| 132 | }\n";
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| 133 |
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| 134 | // Texture Brush
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| 135 | static const char* qglslTextureBrushVertexShader = "\
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| 136 | attribute highp vec4 inputVertex; \
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| 137 | uniform highp mat4 pmvMatrix; \
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| 138 | uniform mediump vec2 halfViewportSize; \
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| 139 | uniform mediump vec2 invertedTextureSize; \
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| 140 | uniform mediump mat3 brushTransform; \
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| 141 | varying mediump vec2 texCoords; \
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| 142 | void main(void) { \
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| 143 | gl_Position = pmvMatrix * inputVertex;\
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| 144 | gl_Position.xy = gl_Position.xy / gl_Position.w; \
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| 145 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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| 146 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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| 147 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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| 148 | gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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| 149 | gl_Position.w = invertedHTexCoordsZ; \
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| 150 | texCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
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| 151 | texCoords.y = -texCoords.y; \
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| 152 | }";
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| 153 |
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| 154 | static const char* qglslTextureBrushFragmentShader = "\n\
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| 155 | varying mediump vec2 texCoords;\
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| 156 | uniform sampler2D brushTexture;\
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| 157 | mediump vec4 brush() { \
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| 158 | return texture2D(brushTexture, texCoords); \
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| 159 | }\n";
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| 160 |
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| 161 |
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| 162 | // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
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| 163 | static const char* qglslPatternBrushVertexShader = "\
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| 164 | attribute highp vec4 inputVertex; \
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| 165 | uniform highp mat4 pmvMatrix; \
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| 166 | uniform mediump vec2 halfViewportSize; \
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| 167 | uniform mediump vec2 invertedTextureSize; \
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| 168 | uniform mediump mat3 brushTransform; \
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| 169 | varying mediump vec2 texCoords; \
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| 170 | void main(void) { \
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| 171 | gl_Position = pmvMatrix * inputVertex;\
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| 172 | gl_Position.xy = gl_Position.xy / gl_Position.w; \
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| 173 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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| 174 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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| 175 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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| 176 | gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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| 177 | gl_Position.w = invertedHTexCoordsZ; \
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| 178 | texCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
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| 179 | texCoords.y = -texCoords.y; \
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| 180 | }";
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| 181 |
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| 182 | static const char* qglslPatternBrushFragmentShader = "\n\
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| 183 | uniform sampler2D brushTexture;\
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| 184 | uniform lowp vec4 patternColor; \
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| 185 | varying mediump vec2 texCoords;\
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| 186 | mediump vec4 brush() { \
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| 187 | return patternColor * texture2D(brushTexture, texCoords).r; \
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| 188 | }\n";
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| 189 |
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| 190 |
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| 191 | // Linear Gradient Brush
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| 192 | static const char* qglslLinearGradientBrushVertexShader = "\
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| 193 | attribute highp vec4 inputVertex; \
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| 194 | uniform highp mat4 pmvMatrix; \
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| 195 | uniform mediump vec2 halfViewportSize; \
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| 196 | uniform highp vec3 linearData; \
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| 197 | uniform mediump mat3 brushTransform; \
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| 198 | varying mediump float index ; \
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| 199 | void main() { \
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| 200 | gl_Position = pmvMatrix * inputVertex;\
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| 201 | gl_Position.xy = gl_Position.xy / gl_Position.w; \
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| 202 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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| 203 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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| 204 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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| 205 | gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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| 206 | gl_Position.w = invertedHTexCoordsZ; \
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| 207 | index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
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| 208 | }";
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| 209 |
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| 210 | static const char* qglslLinearGradientBrushFragmentShader = "\n\
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| 211 | uniform sampler2D brushTexture; \
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| 212 | varying mediump float index; \
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| 213 | mediump vec4 brush() { \
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| 214 | mediump vec2 val = vec2(index, 0.5); \
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| 215 | return texture2D(brushTexture, val); \
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| 216 | }\n";
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| 217 |
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| 218 |
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| 219 | static const char* qglslRadialGradientBrushVertexShader = "\
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| 220 | attribute highp vec4 inputVertex;\
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| 221 | uniform highp mat4 pmvMatrix;\
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| 222 | uniform mediump vec2 halfViewportSize; \
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| 223 | uniform highp mat3 brushTransform; \
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| 224 | uniform highp vec2 fmp; \
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| 225 | varying highp float b; \
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| 226 | varying highp vec2 A; \
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| 227 | void main(void) \
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| 228 | {\
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| 229 | gl_Position = pmvMatrix * inputVertex;\
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| 230 | gl_Position.xy = gl_Position.xy / gl_Position.w; \
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| 231 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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| 232 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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| 233 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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| 234 | gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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| 235 | gl_Position.w = invertedHTexCoordsZ; \
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| 236 | A = hTexCoords.xy * invertedHTexCoordsZ; \
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| 237 | b = 2.0 * fmp * (A.x + A.y); \
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| 238 | \
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| 239 | }";
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| 240 |
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| 241 | static const char* qglslRadialGradientBrushFragmentShader = "\n\
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| 242 | uniform sampler2D brushTexture; \
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| 243 | uniform highp float fmp2_m_radius2; \
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| 244 | uniform highp float inverse_2_fmp2_m_radius2; \
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| 245 | varying highp float b; \
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| 246 | varying highp vec2 A; \
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| 247 | \
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| 248 | mediump vec4 brush() { \
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| 249 | highp float c = -dot(A, A); \
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| 250 | highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
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| 251 | return texture2D(brushTexture, val); \
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| 252 | }\n";
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| 253 |
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| 254 | static const char* qglslConicalGradientBrushVertexShader = "\
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| 255 | attribute highp vec4 inputVertex;\
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| 256 | uniform highp mat4 pmvMatrix;\
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| 257 | uniform mediump vec2 halfViewportSize; \
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| 258 | uniform highp mat3 brushTransform; \
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| 259 | varying highp vec2 A; \
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| 260 | void main(void)\
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| 261 | {\
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| 262 | gl_Position = pmvMatrix * inputVertex;\
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| 263 | gl_Position.xy = gl_Position.xy / gl_Position.w; \
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| 264 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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| 265 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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| 266 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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| 267 | gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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| 268 | gl_Position.w = invertedHTexCoordsZ; \
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| 269 | A = hTexCoords.xy * invertedHTexCoordsZ; \
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| 270 | }";
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| 271 |
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| 272 | static const char* qglslConicalGradientBrushFragmentShader = "\n\
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| 273 | #define INVERSE_2PI 0.1591549430918953358 \n\
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| 274 | uniform sampler2D brushTexture; \
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| 275 | uniform mediump float angle; \
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| 276 | varying highp vec2 A; \
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| 277 | mediump vec4 brush() { \
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| 278 | if (abs(A.y) == abs(A.x)) \
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| 279 | A.y += 0.002; \
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| 280 | highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \
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| 281 | return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
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| 282 | }\n";
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| 283 |
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| 284 |
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| 285 | QT_END_NAMESPACE
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| 286 |
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| 287 | QT_END_HEADER
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| 288 |
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| 289 | #endif // GLGC_SHADER_SOURCE_H
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