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 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation ([email protected])
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6 | **
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7 | ** This file is part of the QtOpenGL module of the Qt Toolkit.
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8 | **
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9 | ** $QT_BEGIN_LICENSE:LGPL$
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10 | ** Commercial Usage
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11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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12 | ** accordance with the Qt Commercial License Agreement provided with the
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13 | ** Software or, alternatively, in accordance with the terms contained in
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14 | ** a written agreement between you and Nokia.
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15 | **
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16 | ** GNU Lesser General Public License Usage
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17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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18 | ** General Public License version 2.1 as published by the Free Software
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19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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20 | ** packaging of this file. Please review the following information to
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21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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23 | **
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24 | ** In addition, as a special exception, Nokia gives you certain additional
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25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this 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 have questions regarding the use of this file, please contact
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37 | ** Nokia 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 | //
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43 | // W A R N I N G
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44 | // -------------
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45 | //
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46 | // This file is not part of the Qt API. It exists purely as an
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47 | // implementation detail. This header file may change from version to
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48 | // version without notice, or even be removed.
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49 | //
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50 | // We mean it.
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51 | //
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52 |
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53 |
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54 | #ifndef QGL_ENGINE_SHADER_SOURCE_H
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55 | #define QGL_ENGINE_SHADER_SOURCE_H
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56 |
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57 | #include "qglengineshadermanager_p.h"
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58 |
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59 | QT_BEGIN_HEADER
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60 |
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61 | QT_BEGIN_NAMESPACE
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62 |
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63 | QT_MODULE(OpenGL)
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64 |
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65 |
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66 | static const char* const qglslMainVertexShader = "\
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67 | uniform highp float depth;\
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68 | void setPosition();\
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69 | void main(void)\
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70 | {\
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71 | setPosition();\
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72 | gl_Position.z = depth * gl_Position.w;\
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73 | }";
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74 |
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75 | static const char* const qglslMainWithTexCoordsVertexShader = "\
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76 | attribute highp vec2 textureCoordArray; \
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77 | varying highp vec2 textureCoords; \
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78 | uniform highp float depth;\
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79 | void setPosition();\
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80 | void main(void) \
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81 | {\
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82 | setPosition();\
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83 | gl_Position.z = depth * gl_Position.w;\
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84 | textureCoords = textureCoordArray; \
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85 | }";
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86 |
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87 | static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
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88 | attribute highp vec2 textureCoordArray; \
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89 | attribute lowp float opacityArray; \
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90 | varying highp vec2 textureCoords; \
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91 | varying lowp float opacity; \
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92 | uniform highp float depth; \
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93 | void setPosition(); \
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94 | void main(void) \
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95 | { \
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96 | setPosition(); \
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97 | gl_Position.z = depth * gl_Position.w; \
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98 | textureCoords = textureCoordArray; \
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99 | opacity = opacityArray; \
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100 | }";
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101 |
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102 | // NOTE: We let GL do the perspective correction so texture lookups in the fragment
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103 | // shader are also perspective corrected.
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104 | static const char* const qglslPositionOnlyVertexShader = "\
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105 | attribute highp vec2 vertexCoordsArray;\
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106 | uniform highp mat3 pmvMatrix;\
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107 | void setPosition(void)\
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108 | {\
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109 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
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110 | gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \
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111 | }";
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112 |
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113 | static const char* const qglslUntransformedPositionVertexShader = "\
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114 | attribute highp vec4 vertexCoordsArray;\
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115 | void setPosition(void)\
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116 | {\
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117 | gl_Position = vertexCoordsArray;\
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118 | }";
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119 |
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120 | // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
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121 | static const char* const qglslPositionWithPatternBrushVertexShader = "\
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122 | attribute highp vec2 vertexCoordsArray; \
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123 | uniform highp mat3 pmvMatrix; \
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124 | uniform mediump vec2 halfViewportSize; \
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125 | uniform highp vec2 invertedTextureSize; \
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126 | uniform highp mat3 brushTransform; \
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127 | varying highp vec2 patternTexCoords; \
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128 | void setPosition(void) { \
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129 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
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130 | gl_Position.xy = transformedPos.xy / transformedPos.z; \
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131 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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132 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \
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133 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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134 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
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135 | patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
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136 | }";
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137 |
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138 | static const char* const qglslAffinePositionWithPatternBrushVertexShader
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139 | = qglslPositionWithPatternBrushVertexShader;
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140 |
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141 | static const char* const qglslPatternBrushSrcFragmentShader = "\
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142 | uniform lowp sampler2D brushTexture;\
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143 | uniform lowp vec4 patternColor; \
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144 | varying highp vec2 patternTexCoords;\
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145 | lowp vec4 srcPixel() { \
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146 | return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
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147 | }\n";
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148 |
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149 |
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150 | // Linear Gradient Brush
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151 | static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
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152 | attribute highp vec2 vertexCoordsArray; \
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153 | uniform highp mat3 pmvMatrix; \
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154 | uniform mediump vec2 halfViewportSize; \
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155 | uniform highp vec3 linearData; \
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156 | uniform highp mat3 brushTransform; \
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157 | varying mediump float index; \
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158 | void setPosition() { \
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159 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
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160 | gl_Position.xy = transformedPos.xy / transformedPos.z; \
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161 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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162 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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163 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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164 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
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165 | index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
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166 | }";
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167 |
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168 | static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
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169 | = qglslPositionWithLinearGradientBrushVertexShader;
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170 |
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171 | static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
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172 | uniform lowp sampler2D brushTexture; \
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173 | varying mediump float index; \
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174 | lowp vec4 srcPixel() { \
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175 | mediump vec2 val = vec2(index, 0.5); \
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176 | return texture2D(brushTexture, val); \
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177 | }\n";
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178 |
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179 |
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180 | // Conical Gradient Brush
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181 | static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
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182 | attribute highp vec2 vertexCoordsArray;\
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183 | uniform highp mat3 pmvMatrix;\
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184 | uniform mediump vec2 halfViewportSize; \
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185 | uniform highp mat3 brushTransform; \
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186 | varying highp vec2 A; \
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187 | void setPosition(void)\
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188 | {\
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189 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
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190 | gl_Position.xy = transformedPos.xy / transformedPos.z; \
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191 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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192 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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193 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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194 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
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195 | A = hTexCoords.xy * invertedHTexCoordsZ; \
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196 | }";
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197 |
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198 | static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
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199 | = qglslPositionWithConicalGradientBrushVertexShader;
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200 |
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201 | static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
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202 | #define INVERSE_2PI 0.1591549430918953358 \n\
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203 | uniform lowp sampler2D brushTexture; \n\
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204 | uniform mediump float angle; \
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205 | varying highp vec2 A; \
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206 | lowp vec4 srcPixel() { \
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207 | highp float t; \
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208 | if (abs(A.y) == abs(A.x)) \
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209 | t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
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210 | else \
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211 | t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
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212 | return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
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213 | }";
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214 |
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215 |
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216 | // Radial Gradient Brush
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217 | static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
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218 | attribute highp vec2 vertexCoordsArray;\
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219 | uniform highp mat3 pmvMatrix;\
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220 | uniform mediump vec2 halfViewportSize; \
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221 | uniform highp mat3 brushTransform; \
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222 | uniform highp vec2 fmp; \
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223 | varying highp float b; \
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224 | varying highp vec2 A; \
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225 | void setPosition(void) \
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226 | {\
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227 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
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228 | gl_Position.xy = transformedPos.xy / transformedPos.z; \
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229 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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230 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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231 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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232 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
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233 | A = hTexCoords.xy * invertedHTexCoordsZ; \
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234 | b = 2.0 * dot(A, fmp); \
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235 | }";
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236 |
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237 | static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
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238 | = qglslPositionWithRadialGradientBrushVertexShader;
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239 |
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240 | static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
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241 | uniform lowp sampler2D brushTexture; \
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242 | uniform highp float fmp2_m_radius2; \
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243 | uniform highp float inverse_2_fmp2_m_radius2; \
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244 | varying highp float b; \
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245 | varying highp vec2 A; \
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246 | lowp vec4 srcPixel() { \
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247 | highp float c = -dot(A, A); \
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248 | 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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249 | return texture2D(brushTexture, val); \
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250 | }";
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251 |
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252 |
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253 | // Texture Brush
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254 | static const char* const qglslPositionWithTextureBrushVertexShader = "\
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255 | attribute highp vec2 vertexCoordsArray; \
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256 | uniform highp mat3 pmvMatrix; \
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257 | uniform mediump vec2 halfViewportSize; \
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258 | uniform highp vec2 invertedTextureSize; \
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259 | uniform highp mat3 brushTransform; \
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260 | varying highp vec2 textureCoords; \
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261 | void setPosition(void) { \
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262 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
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263 | gl_Position.xy = transformedPos.xy / transformedPos.z; \
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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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
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268 | textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
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269 | }";
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270 |
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271 | static const char* const qglslAffinePositionWithTextureBrushVertexShader
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272 | = qglslPositionWithTextureBrushVertexShader;
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273 |
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274 | #if defined(QT_OPENGL_ES_2)
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275 | // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
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276 | // we emulate GL_REPEAT by only taking the fractional part of the texture coords.
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277 | // TODO: Special case POT textures which don't need this emulation
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278 | static const char* const qglslTextureBrushSrcFragmentShader = "\
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279 | varying highp vec2 textureCoords; \
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280 | uniform lowp sampler2D brushTexture; \
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281 | lowp vec4 srcPixel() { \
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282 | return texture2D(brushTexture, fract(textureCoords)); \
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283 | }";
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284 | #else
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285 | static const char* const qglslTextureBrushSrcFragmentShader = "\
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286 | varying highp vec2 textureCoords; \
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287 | uniform lowp sampler2D brushTexture; \
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288 | lowp vec4 srcPixel() { \
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289 | return texture2D(brushTexture, textureCoords); \
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290 | }";
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291 | #endif
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292 |
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293 | static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
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294 | varying highp vec2 textureCoords; \
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295 | uniform lowp vec4 patternColor; \
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296 | uniform lowp sampler2D brushTexture; \
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297 | lowp vec4 srcPixel() { \
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298 | return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \
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299 | }";
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300 |
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301 | // Solid Fill Brush
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302 | static const char* const qglslSolidBrushSrcFragmentShader = "\
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303 | uniform lowp vec4 fragmentColor; \
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304 | lowp vec4 srcPixel() { \
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305 | return fragmentColor; \
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306 | }";
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307 |
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308 | static const char* const qglslImageSrcFragmentShader = "\
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309 | varying highp vec2 textureCoords; \
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310 | uniform lowp sampler2D imageTexture; \
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311 | lowp vec4 srcPixel() { \
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312 | return texture2D(imageTexture, textureCoords); \
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313 | }";
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314 |
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315 | static const char* const qglslCustomSrcFragmentShader = "\
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316 | varying highp vec2 textureCoords; \
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317 | uniform lowp sampler2D imageTexture; \
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318 | lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
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319 | lowp vec4 srcPixel() { \
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320 | return customShader(imageTexture, textureCoords); \
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321 | }";
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322 |
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323 | static const char* const qglslImageSrcWithPatternFragmentShader = "\
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324 | varying highp vec2 textureCoords; \
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325 | uniform lowp vec4 patternColor; \
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326 | uniform lowp sampler2D imageTexture; \
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327 | lowp vec4 srcPixel() { \
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328 | return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
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329 | }\n";
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330 |
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331 | static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
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332 | varying highp vec2 textureCoords; \
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333 | uniform lowp sampler2D imageTexture; \
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334 | lowp vec4 srcPixel() { \
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335 | lowp vec4 sample = texture2D(imageTexture, textureCoords); \
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336 | sample.rgb = sample.rgb * sample.a; \
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337 | return sample; \
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338 | }";
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339 |
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340 | static const char* const qglslShockingPinkSrcFragmentShader = "\
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341 | lowp vec4 srcPixel() { \
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342 | return vec4(0.98, 0.06, 0.75, 1.0); \
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343 | }";
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344 |
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345 | static const char* const qglslMainFragmentShader_ImageArrays = "\
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346 | varying lowp float opacity; \
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347 | lowp vec4 srcPixel(); \
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348 | void main() { \
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349 | gl_FragColor = srcPixel() * opacity; \
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350 | }";
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351 |
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352 | static const char* const qglslMainFragmentShader_CMO = "\
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353 | uniform lowp float globalOpacity; \
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354 | lowp vec4 srcPixel(); \
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355 | lowp vec4 applyMask(lowp vec4); \
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356 | lowp vec4 compose(lowp vec4); \
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357 | void main() { \
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358 | gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
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359 | }";
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360 |
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361 | static const char* const qglslMainFragmentShader_CM = "\
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362 | lowp vec4 srcPixel(); \
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363 | lowp vec4 applyMask(lowp vec4); \
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364 | lowp vec4 compose(lowp vec4); \
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365 | void main() { \
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366 | gl_FragColor = applyMask(compose(srcPixel())); \
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367 | }";
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368 |
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369 | static const char* const qglslMainFragmentShader_MO = "\
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370 | uniform lowp float globalOpacity; \
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371 | lowp vec4 srcPixel(); \
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372 | lowp vec4 applyMask(lowp vec4); \
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373 | void main() { \
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374 | gl_FragColor = applyMask(srcPixel()*globalOpacity); \
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375 | }";
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376 |
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377 | static const char* const qglslMainFragmentShader_M = "\
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378 | lowp vec4 srcPixel(); \
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379 | lowp vec4 applyMask(lowp vec4); \
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380 | void main() { \
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381 | gl_FragColor = applyMask(srcPixel()); \
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382 | }";
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383 |
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384 | static const char* const qglslMainFragmentShader_CO = "\
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385 | uniform lowp float globalOpacity; \
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386 | lowp vec4 srcPixel(); \
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387 | lowp vec4 compose(lowp vec4); \
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388 | void main() { \
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389 | gl_FragColor = compose(srcPixel()*globalOpacity); \
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390 | }";
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391 |
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392 | static const char* const qglslMainFragmentShader_C = "\
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393 | lowp vec4 srcPixel(); \
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394 | lowp vec4 compose(lowp vec4); \
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395 | void main() { \
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396 | gl_FragColor = compose(srcPixel()); \
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397 | }";
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398 |
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399 | static const char* const qglslMainFragmentShader_O = "\
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400 | uniform lowp float globalOpacity; \
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401 | lowp vec4 srcPixel(); \
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402 | void main() { \
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403 | gl_FragColor = srcPixel()*globalOpacity; \
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404 | }";
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405 |
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406 | static const char* const qglslMainFragmentShader = "\
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407 | lowp vec4 srcPixel(); \
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408 | void main() { \
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409 | gl_FragColor = srcPixel(); \
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410 | }";
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411 |
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412 | static const char* const qglslMaskFragmentShader = "\
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413 | varying highp vec2 textureCoords;\
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414 | uniform lowp sampler2D maskTexture;\
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415 | lowp vec4 applyMask(lowp vec4 src) \
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416 | {\
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417 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \
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418 | return src * mask.a; \
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419 | }";
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420 |
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421 | // For source over with subpixel antialiasing, the final color is calculated per component as follows
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422 | // (.a is alpha component, .c is red, green or blue component):
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423 | // alpha = src.a * mask.c * opacity
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424 | // dest.c = dest.c * (1 - alpha) + src.c * alpha
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425 | //
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426 | // In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
|
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427 | // In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
|
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428 | //
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429 | // If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
|
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430 |
|
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431 | // For source composition with subpixel antialiasing, the final color is calculated per component as follows:
|
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432 | // alpha = src.a * mask.c * opacity
|
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433 | // dest.c = dest.c * (1 - mask.c) + src.c * alpha
|
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434 | //
|
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435 |
|
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436 | static const char* const qglslRgbMaskFragmentShaderPass1 = "\
|
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437 | varying highp vec2 textureCoords;\
|
---|
438 | uniform lowp sampler2D maskTexture;\
|
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439 | lowp vec4 applyMask(lowp vec4 src) \
|
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440 | {\
|
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441 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \
|
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442 | return src.a * mask; \
|
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443 | }";
|
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444 |
|
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445 | static const char* const qglslRgbMaskFragmentShaderPass2 = "\
|
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446 | varying highp vec2 textureCoords;\
|
---|
447 | uniform lowp sampler2D maskTexture;\
|
---|
448 | lowp vec4 applyMask(lowp vec4 src) \
|
---|
449 | {\
|
---|
450 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \
|
---|
451 | return src * mask; \
|
---|
452 | }";
|
---|
453 |
|
---|
454 | /*
|
---|
455 | Left to implement:
|
---|
456 | RgbMaskFragmentShader,
|
---|
457 | RgbMaskWithGammaFragmentShader,
|
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458 |
|
---|
459 | MultiplyCompositionModeFragmentShader,
|
---|
460 | ScreenCompositionModeFragmentShader,
|
---|
461 | OverlayCompositionModeFragmentShader,
|
---|
462 | DarkenCompositionModeFragmentShader,
|
---|
463 | LightenCompositionModeFragmentShader,
|
---|
464 | ColorDodgeCompositionModeFragmentShader,
|
---|
465 | ColorBurnCompositionModeFragmentShader,
|
---|
466 | HardLightCompositionModeFragmentShader,
|
---|
467 | SoftLightCompositionModeFragmentShader,
|
---|
468 | DifferenceCompositionModeFragmentShader,
|
---|
469 | ExclusionCompositionModeFragmentShader,
|
---|
470 | */
|
---|
471 |
|
---|
472 | QT_END_NAMESPACE
|
---|
473 |
|
---|
474 | QT_END_HEADER
|
---|
475 |
|
---|
476 | #endif // GLGC_SHADER_SOURCE_H
|
---|