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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