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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//
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// W A R N I N G
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// -------------
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//
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// This file is not part of the Qt API. It exists purely as an
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// implementation detail. This header file may change from version to
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// version without notice, or even be removed.
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//
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// We mean it.
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//
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#ifndef QGL_ENGINE_SHADER_SOURCE_H
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#define QGL_ENGINE_SHADER_SOURCE_H
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#include "qglengineshadermanager_p.h"
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QT_BEGIN_HEADER
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QT_BEGIN_NAMESPACE
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QT_MODULE(OpenGL)
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static const char* const qglslMainVertexShader = "\
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uniform highp float depth;\
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void setPosition();\
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void main(void)\
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{\
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setPosition();\
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gl_Position.z = depth * gl_Position.w;\
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}";
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static const char* const qglslMainWithTexCoordsVertexShader = "\
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attribute highp vec2 textureCoordArray; \
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varying highp vec2 textureCoords; \
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uniform highp float depth;\
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void setPosition();\
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void main(void) \
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{\
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setPosition();\
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gl_Position.z = depth * gl_Position.w;\
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textureCoords = textureCoordArray; \
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}";
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static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
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attribute highp vec2 textureCoordArray; \
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attribute lowp float opacityArray; \
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varying highp vec2 textureCoords; \
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varying lowp float opacity; \
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uniform highp float depth; \
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void setPosition(); \
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void main(void) \
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{ \
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setPosition(); \
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gl_Position.z = depth * gl_Position.w; \
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textureCoords = textureCoordArray; \
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opacity = opacityArray; \
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}";
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static const char* const qglslPositionOnlyVertexShader = "\
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attribute highp vec4 vertexCoordsArray;\
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uniform highp mat4 pmvMatrix;\
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void setPosition(void)\
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{\
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gl_Position = pmvMatrix * vertexCoordsArray;\
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}";
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static const char* const qglslUntransformedPositionVertexShader = "\
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attribute highp vec4 vertexCoordsArray;\
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void setPosition(void)\
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{\
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gl_Position = vertexCoordsArray;\
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}";
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// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
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static const char* const qglslPositionWithPatternBrushVertexShader = "\
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attribute highp vec4 vertexCoordsArray; \
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uniform highp mat4 pmvMatrix; \
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uniform mediump vec2 halfViewportSize; \
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uniform highp vec2 invertedTextureSize; \
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uniform highp mat3 brushTransform; \
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varying highp vec2 patternTexCoords; \
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void setPosition(void) { \
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gl_Position = pmvMatrix * vertexCoordsArray;\
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gl_Position.xy = gl_Position.xy / gl_Position.w; \
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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gl_Position.w = invertedHTexCoordsZ; \
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patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
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}";
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static const char* const qglslAffinePositionWithPatternBrushVertexShader
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= qglslPositionWithPatternBrushVertexShader;
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static const char* const qglslPatternBrushSrcFragmentShader = "\
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uniform lowp sampler2D brushTexture;\
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uniform lowp vec4 patternColor; \
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varying highp vec2 patternTexCoords;\
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lowp vec4 srcPixel() { \
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return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
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}\n";
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// Linear Gradient Brush
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static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
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attribute highp vec4 vertexCoordsArray; \
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uniform highp mat4 pmvMatrix; \
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uniform mediump vec2 halfViewportSize; \
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uniform highp vec3 linearData; \
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uniform highp mat3 brushTransform; \
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varying mediump float index; \
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void setPosition() { \
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gl_Position = pmvMatrix * vertexCoordsArray;\
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gl_Position.xy = gl_Position.xy / gl_Position.w; \
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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gl_Position.w = invertedHTexCoordsZ; \
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index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
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}";
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static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
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= qglslPositionWithLinearGradientBrushVertexShader;
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static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
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uniform lowp sampler2D brushTexture; \
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varying mediump float index; \
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lowp vec4 srcPixel() { \
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mediump vec2 val = vec2(index, 0.5); \
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return texture2D(brushTexture, val); \
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}\n";
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// Conical Gradient Brush
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static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
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attribute highp vec4 vertexCoordsArray;\
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uniform highp mat4 pmvMatrix;\
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uniform mediump vec2 halfViewportSize; \
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uniform highp mat3 brushTransform; \
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varying highp vec2 A; \
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void setPosition(void)\
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{\
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gl_Position = pmvMatrix * vertexCoordsArray;\
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gl_Position.xy = gl_Position.xy / gl_Position.w; \
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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gl_Position.w = invertedHTexCoordsZ; \
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A = hTexCoords.xy * invertedHTexCoordsZ; \
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}";
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static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
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= qglslPositionWithConicalGradientBrushVertexShader;
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static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
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#define INVERSE_2PI 0.1591549430918953358 \n\
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uniform lowp sampler2D brushTexture; \n\
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uniform mediump float angle; \
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varying highp vec2 A; \
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lowp vec4 srcPixel() { \
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highp float t; \
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if (abs(A.y) == abs(A.x)) \
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t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
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else \
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t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
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return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
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}";
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// Radial Gradient Brush
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static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
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attribute highp vec4 vertexCoordsArray;\
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uniform highp mat4 pmvMatrix;\
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uniform mediump vec2 halfViewportSize; \
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uniform highp mat3 brushTransform; \
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uniform highp vec2 fmp; \
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varying highp float b; \
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varying highp vec2 A; \
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void setPosition(void) \
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{\
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gl_Position = pmvMatrix * vertexCoordsArray;\
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gl_Position.xy = gl_Position.xy / gl_Position.w; \
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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gl_Position.w = invertedHTexCoordsZ; \
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A = hTexCoords.xy * invertedHTexCoordsZ; \
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b = 2.0 * dot(A, fmp); \
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}";
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static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
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= qglslPositionWithRadialGradientBrushVertexShader;
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static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
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uniform lowp sampler2D brushTexture; \
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uniform highp float fmp2_m_radius2; \
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uniform highp float inverse_2_fmp2_m_radius2; \
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varying highp float b; \
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varying highp vec2 A; \
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lowp vec4 srcPixel() { \
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highp float c = -dot(A, A); \
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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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return texture2D(brushTexture, val); \
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}";
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// Texture Brush
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static const char* const qglslPositionWithTextureBrushVertexShader = "\
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attribute highp vec4 vertexCoordsArray; \
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uniform highp mat4 pmvMatrix; \
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uniform mediump vec2 halfViewportSize; \
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uniform highp vec2 invertedTextureSize; \
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uniform highp mat3 brushTransform; \
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varying highp vec2 brushTextureCoords; \
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void setPosition(void) { \
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gl_Position = pmvMatrix * vertexCoordsArray;\
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gl_Position.xy = gl_Position.xy / gl_Position.w; \
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
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gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
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gl_Position.w = invertedHTexCoordsZ; \
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brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
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}";
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static const char* const qglslAffinePositionWithTextureBrushVertexShader
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= qglslPositionWithTextureBrushVertexShader;
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#if defined(QT_OPENGL_ES_2)
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// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
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// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
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// TODO: Special case POT textures which don't need this emulation
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static const char* const qglslTextureBrushSrcFragmentShader = "\
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varying highp vec2 brushTextureCoords; \
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uniform lowp sampler2D brushTexture; \
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lowp vec4 srcPixel() { \
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return texture2D(brushTexture, fract(brushTextureCoords)); \
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}";
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#else
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static const char* const qglslTextureBrushSrcFragmentShader = "\
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varying highp vec2 brushTextureCoords; \
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uniform lowp sampler2D brushTexture; \
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lowp vec4 srcPixel() { \
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return texture2D(brushTexture, brushTextureCoords); \
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}";
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#endif
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static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
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varying highp vec2 brushTextureCoords; \
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uniform lowp vec4 patternColor; \
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uniform lowp sampler2D brushTexture; \
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lowp vec4 srcPixel() { \
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return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \
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}";
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// Solid Fill Brush
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static const char* const qglslSolidBrushSrcFragmentShader = "\
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uniform lowp vec4 fragmentColor; \
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lowp vec4 srcPixel() { \
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return fragmentColor; \
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}";
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static const char* const qglslImageSrcFragmentShader = "\
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varying highp vec2 textureCoords; \
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uniform lowp sampler2D imageTexture; \
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lowp vec4 srcPixel() { \
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return texture2D(imageTexture, textureCoords); \
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}";
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static const char* const qglslCustomSrcFragmentShader = "\
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varying highp vec2 textureCoords; \
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uniform lowp sampler2D imageTexture; \
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lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
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lowp vec4 srcPixel() { \
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return customShader(imageTexture, textureCoords); \
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}";
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static const char* const qglslImageSrcWithPatternFragmentShader = "\
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varying highp vec2 textureCoords; \
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uniform lowp vec4 patternColor; \
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uniform lowp sampler2D imageTexture; \
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lowp vec4 srcPixel() { \
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return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
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}\n";
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static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
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varying highp vec2 textureCoords; \
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uniform lowp sampler2D imageTexture; \
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lowp vec4 srcPixel() { \
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lowp vec4 sample = texture2D(imageTexture, textureCoords); \
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sample.rgb = sample.rgb * sample.a; \
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return sample; \
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}";
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static const char* const qglslShockingPinkSrcFragmentShader = "\
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lowp vec4 srcPixel() { \
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return vec4(0.98, 0.06, 0.75, 1.0); \
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}";
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static const char* const qglslMainFragmentShader_ImageArrays = "\
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varying lowp float opacity; \
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lowp vec4 srcPixel(); \
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void main() { \
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gl_FragColor = srcPixel() * opacity; \
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}";
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static const char* const qglslMainFragmentShader_CMO = "\
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uniform lowp float globalOpacity; \
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lowp vec4 srcPixel(); \
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lowp vec4 applyMask(lowp vec4); \
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lowp vec4 compose(lowp vec4); \
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void main() { \
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gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
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}";
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static const char* const qglslMainFragmentShader_CM = "\
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lowp vec4 srcPixel(); \
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lowp vec4 applyMask(lowp vec4); \
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lowp vec4 compose(lowp vec4); \
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void main() { \
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gl_FragColor = applyMask(compose(srcPixel())); \
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}";
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static const char* const qglslMainFragmentShader_MO = "\
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uniform lowp float globalOpacity; \
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lowp vec4 srcPixel(); \
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lowp vec4 applyMask(lowp vec4); \
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void main() { \
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gl_FragColor = applyMask(srcPixel()*globalOpacity); \
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}";
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static const char* const qglslMainFragmentShader_M = "\
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|
380 |
lowp vec4 srcPixel(); \
|
|
381 |
lowp vec4 applyMask(lowp vec4); \
|
|
382 |
void main() { \
|
|
383 |
gl_FragColor = applyMask(srcPixel()); \
|
|
384 |
}";
|
|
385 |
|
|
386 |
static const char* const qglslMainFragmentShader_CO = "\
|
|
387 |
uniform lowp float globalOpacity; \
|
|
388 |
lowp vec4 srcPixel(); \
|
|
389 |
lowp vec4 compose(lowp vec4); \
|
|
390 |
void main() { \
|
|
391 |
gl_FragColor = compose(srcPixel()*globalOpacity); \
|
|
392 |
}";
|
|
393 |
|
|
394 |
static const char* const qglslMainFragmentShader_C = "\
|
|
395 |
lowp vec4 srcPixel(); \
|
|
396 |
lowp vec4 compose(lowp vec4); \
|
|
397 |
void main() { \
|
|
398 |
gl_FragColor = compose(srcPixel()); \
|
|
399 |
}";
|
|
400 |
|
|
401 |
static const char* const qglslMainFragmentShader_O = "\
|
|
402 |
uniform lowp float globalOpacity; \
|
|
403 |
lowp vec4 srcPixel(); \
|
|
404 |
void main() { \
|
|
405 |
gl_FragColor = srcPixel()*globalOpacity; \
|
|
406 |
}";
|
|
407 |
|
|
408 |
static const char* const qglslMainFragmentShader = "\
|
|
409 |
lowp vec4 srcPixel(); \
|
|
410 |
void main() { \
|
|
411 |
gl_FragColor = srcPixel(); \
|
|
412 |
}";
|
|
413 |
|
|
414 |
static const char* const qglslMaskFragmentShader = "\
|
|
415 |
varying highp vec2 textureCoords;\
|
|
416 |
uniform lowp sampler2D maskTexture;\
|
|
417 |
lowp vec4 applyMask(lowp vec4 src) \
|
|
418 |
{\
|
|
419 |
lowp vec4 mask = texture2D(maskTexture, textureCoords); \
|
|
420 |
return src * mask.a; \
|
|
421 |
}";
|
|
422 |
|
|
423 |
// For source over with subpixel antialiasing, the final color is calculated per component as follows
|
|
424 |
// (.a is alpha component, .c is red, green or blue component):
|
|
425 |
// alpha = src.a * mask.c * opacity
|
|
426 |
// dest.c = dest.c * (1 - alpha) + src.c * alpha
|
|
427 |
//
|
|
428 |
// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
|
|
429 |
// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
|
|
430 |
//
|
|
431 |
// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
|
|
432 |
|
|
433 |
// For source composition with subpixel antialiasing, the final color is calculated per component as follows:
|
|
434 |
// alpha = src.a * mask.c * opacity
|
|
435 |
// dest.c = dest.c * (1 - mask.c) + src.c * alpha
|
|
436 |
//
|
|
437 |
|
|
438 |
static const char* const qglslRgbMaskFragmentShaderPass1 = "\
|
|
439 |
varying highp vec2 textureCoords;\
|
|
440 |
uniform lowp sampler2D maskTexture;\
|
|
441 |
lowp vec4 applyMask(lowp vec4 src) \
|
|
442 |
{\
|
|
443 |
lowp vec4 mask = texture2D(maskTexture, textureCoords); \
|
|
444 |
return src.a * mask; \
|
|
445 |
}";
|
|
446 |
|
|
447 |
static const char* const qglslRgbMaskFragmentShaderPass2 = "\
|
|
448 |
varying highp vec2 textureCoords;\
|
|
449 |
uniform lowp sampler2D maskTexture;\
|
|
450 |
lowp vec4 applyMask(lowp vec4 src) \
|
|
451 |
{\
|
|
452 |
lowp vec4 mask = texture2D(maskTexture, textureCoords); \
|
|
453 |
return src * mask; \
|
|
454 |
}";
|
|
455 |
|
|
456 |
/*
|
|
457 |
Left to implement:
|
|
458 |
RgbMaskFragmentShader,
|
|
459 |
RgbMaskWithGammaFragmentShader,
|
|
460 |
|
|
461 |
MultiplyCompositionModeFragmentShader,
|
|
462 |
ScreenCompositionModeFragmentShader,
|
|
463 |
OverlayCompositionModeFragmentShader,
|
|
464 |
DarkenCompositionModeFragmentShader,
|
|
465 |
LightenCompositionModeFragmentShader,
|
|
466 |
ColorDodgeCompositionModeFragmentShader,
|
|
467 |
ColorBurnCompositionModeFragmentShader,
|
|
468 |
HardLightCompositionModeFragmentShader,
|
|
469 |
SoftLightCompositionModeFragmentShader,
|
|
470 |
DifferenceCompositionModeFragmentShader,
|
|
471 |
ExclusionCompositionModeFragmentShader,
|
|
472 |
*/
|
|
473 |
|
|
474 |
QT_END_NAMESPACE
|
|
475 |
|
|
476 |
QT_END_HEADER
|
|
477 |
|
|
478 |
#endif // GLGC_SHADER_SOURCE_H
|