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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 (qt-info@nokia.com) |
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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 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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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 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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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 static const char* const qglslPositionOnlyVertexShader = "\ |
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103 attribute highp vec4 vertexCoordsArray;\ |
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104 uniform highp mat4 pmvMatrix;\ |
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105 void setPosition(void)\ |
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106 {\ |
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107 gl_Position = pmvMatrix * vertexCoordsArray;\ |
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108 }"; |
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109 |
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110 static const char* const qglslUntransformedPositionVertexShader = "\ |
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111 attribute highp vec4 vertexCoordsArray;\ |
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112 void setPosition(void)\ |
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113 {\ |
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114 gl_Position = vertexCoordsArray;\ |
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115 }"; |
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116 |
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117 // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 |
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118 static const char* const qglslPositionWithPatternBrushVertexShader = "\ |
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119 attribute highp vec4 vertexCoordsArray; \ |
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120 uniform highp mat4 pmvMatrix; \ |
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121 uniform mediump vec2 halfViewportSize; \ |
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122 uniform highp vec2 invertedTextureSize; \ |
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123 uniform highp mat3 brushTransform; \ |
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124 varying highp vec2 patternTexCoords; \ |
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125 void setPosition(void) { \ |
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126 gl_Position = pmvMatrix * vertexCoordsArray;\ |
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127 gl_Position.xy = gl_Position.xy / gl_Position.w; \ |
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128 mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ |
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129 mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ |
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130 mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ |
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131 gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ |
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132 gl_Position.w = invertedHTexCoordsZ; \ |
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133 patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ |
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134 }"; |
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135 |
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136 static const char* const qglslAffinePositionWithPatternBrushVertexShader |
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137 = qglslPositionWithPatternBrushVertexShader; |
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138 |
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139 static const char* const qglslPatternBrushSrcFragmentShader = "\ |
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140 uniform lowp sampler2D brushTexture;\ |
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141 uniform lowp vec4 patternColor; \ |
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142 varying highp vec2 patternTexCoords;\ |
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143 lowp vec4 srcPixel() { \ |
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144 return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \ |
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145 }\n"; |
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146 |
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147 |
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148 // Linear Gradient Brush |
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149 static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ |
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150 attribute highp vec4 vertexCoordsArray; \ |
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151 uniform highp mat4 pmvMatrix; \ |
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152 uniform mediump vec2 halfViewportSize; \ |
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153 uniform highp vec3 linearData; \ |
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154 uniform highp mat3 brushTransform; \ |
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155 varying mediump float index; \ |
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156 void setPosition() { \ |
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157 gl_Position = pmvMatrix * vertexCoordsArray;\ |
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158 gl_Position.xy = gl_Position.xy / gl_Position.w; \ |
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159 mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ |
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160 mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ |
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161 mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ |
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162 gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ |
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163 gl_Position.w = invertedHTexCoordsZ; \ |
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164 index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ |
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165 }"; |
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166 |
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167 static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader |
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168 = qglslPositionWithLinearGradientBrushVertexShader; |
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169 |
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170 static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ |
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171 uniform lowp sampler2D brushTexture; \ |
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172 varying mediump float index; \ |
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173 lowp vec4 srcPixel() { \ |
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174 mediump vec2 val = vec2(index, 0.5); \ |
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175 return texture2D(brushTexture, val); \ |
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176 }\n"; |
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177 |
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178 |
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179 // Conical Gradient Brush |
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180 static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ |
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181 attribute highp vec4 vertexCoordsArray;\ |
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182 uniform highp mat4 pmvMatrix;\ |
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183 uniform mediump vec2 halfViewportSize; \ |
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184 uniform highp mat3 brushTransform; \ |
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185 varying highp vec2 A; \ |
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186 void setPosition(void)\ |
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187 {\ |
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188 gl_Position = pmvMatrix * vertexCoordsArray;\ |
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189 gl_Position.xy = gl_Position.xy / gl_Position.w; \ |
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190 mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ |
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191 mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ |
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192 mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ |
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193 gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ |
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194 gl_Position.w = 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 vec4 vertexCoordsArray;\ |
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219 uniform highp mat4 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 gl_Position = pmvMatrix * vertexCoordsArray;\ |
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228 gl_Position.xy = gl_Position.xy / gl_Position.w; \ |
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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.xy = gl_Position.xy * invertedHTexCoordsZ; \ |
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233 gl_Position.w = invertedHTexCoordsZ; \ |
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234 A = hTexCoords.xy * invertedHTexCoordsZ; \ |
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235 b = 2.0 * dot(A, fmp); \ |
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236 }"; |
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237 |
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238 static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader |
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239 = qglslPositionWithRadialGradientBrushVertexShader; |
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240 |
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241 static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ |
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242 uniform lowp 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 lowp vec4 srcPixel() { \ |
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248 highp float c = -dot(A, A); \ |
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249 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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250 return texture2D(brushTexture, val); \ |
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251 }"; |
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252 |
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253 |
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254 // Texture Brush |
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255 static const char* const qglslPositionWithTextureBrushVertexShader = "\ |
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256 attribute highp vec4 vertexCoordsArray; \ |
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257 uniform highp mat4 pmvMatrix; \ |
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258 uniform mediump vec2 halfViewportSize; \ |
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259 uniform highp vec2 invertedTextureSize; \ |
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260 uniform highp mat3 brushTransform; \ |
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261 varying highp vec2 brushTextureCoords; \ |
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262 void setPosition(void) { \ |
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263 gl_Position = pmvMatrix * vertexCoordsArray;\ |
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264 gl_Position.xy = gl_Position.xy / gl_Position.w; \ |
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265 mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ |
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266 mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ |
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267 mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ |
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268 gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ |
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269 gl_Position.w = invertedHTexCoordsZ; \ |
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270 brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ |
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271 }"; |
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272 |
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273 static const char* const qglslAffinePositionWithTextureBrushVertexShader |
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274 = qglslPositionWithTextureBrushVertexShader; |
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275 |
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276 #if defined(QT_OPENGL_ES_2) |
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277 // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead, |
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278 // we emulate GL_REPEAT by only taking the fractional part of the texture coords. |
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279 // TODO: Special case POT textures which don't need this emulation |
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280 static const char* const qglslTextureBrushSrcFragmentShader = "\ |
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281 varying highp vec2 brushTextureCoords; \ |
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282 uniform lowp sampler2D brushTexture; \ |
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283 lowp vec4 srcPixel() { \ |
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284 return texture2D(brushTexture, fract(brushTextureCoords)); \ |
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285 }"; |
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286 #else |
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287 static const char* const qglslTextureBrushSrcFragmentShader = "\ |
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288 varying highp vec2 brushTextureCoords; \ |
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289 uniform lowp sampler2D brushTexture; \ |
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290 lowp vec4 srcPixel() { \ |
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291 return texture2D(brushTexture, brushTextureCoords); \ |
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292 }"; |
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293 #endif |
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294 |
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295 static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\ |
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296 varying highp vec2 brushTextureCoords; \ |
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297 uniform lowp vec4 patternColor; \ |
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298 uniform lowp sampler2D brushTexture; \ |
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299 lowp vec4 srcPixel() { \ |
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300 return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \ |
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301 }"; |
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302 |
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303 // Solid Fill Brush |
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304 static const char* const qglslSolidBrushSrcFragmentShader = "\ |
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305 uniform lowp vec4 fragmentColor; \ |
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306 lowp vec4 srcPixel() { \ |
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307 return fragmentColor; \ |
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308 }"; |
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309 |
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310 static const char* const qglslImageSrcFragmentShader = "\ |
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311 varying highp vec2 textureCoords; \ |
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312 uniform lowp sampler2D imageTexture; \ |
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313 lowp vec4 srcPixel() { \ |
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314 return texture2D(imageTexture, textureCoords); \ |
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315 }"; |
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316 |
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317 static const char* const qglslCustomSrcFragmentShader = "\ |
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318 varying highp vec2 textureCoords; \ |
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319 uniform lowp sampler2D imageTexture; \ |
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320 lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \ |
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321 lowp vec4 srcPixel() { \ |
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322 return customShader(imageTexture, textureCoords); \ |
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323 }"; |
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324 |
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325 static const char* const qglslImageSrcWithPatternFragmentShader = "\ |
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326 varying highp vec2 textureCoords; \ |
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327 uniform lowp vec4 patternColor; \ |
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328 uniform lowp sampler2D imageTexture; \ |
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329 lowp vec4 srcPixel() { \ |
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330 return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \ |
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331 }\n"; |
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332 |
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333 static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\ |
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334 varying highp vec2 textureCoords; \ |
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335 uniform lowp sampler2D imageTexture; \ |
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336 lowp vec4 srcPixel() { \ |
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337 lowp vec4 sample = texture2D(imageTexture, textureCoords); \ |
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338 sample.rgb = sample.rgb * sample.a; \ |
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339 return sample; \ |
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340 }"; |
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341 |
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342 static const char* const qglslShockingPinkSrcFragmentShader = "\ |
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343 lowp vec4 srcPixel() { \ |
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344 return vec4(0.98, 0.06, 0.75, 1.0); \ |
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345 }"; |
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346 |
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347 static const char* const qglslMainFragmentShader_ImageArrays = "\ |
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348 varying lowp float opacity; \ |
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349 lowp vec4 srcPixel(); \ |
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350 void main() { \ |
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351 gl_FragColor = srcPixel() * opacity; \ |
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352 }"; |
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353 |
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354 static const char* const qglslMainFragmentShader_CMO = "\ |
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355 uniform lowp float globalOpacity; \ |
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356 lowp vec4 srcPixel(); \ |
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357 lowp vec4 applyMask(lowp vec4); \ |
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358 lowp vec4 compose(lowp vec4); \ |
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359 void main() { \ |
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360 gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \ |
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361 }"; |
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362 |
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363 static const char* const qglslMainFragmentShader_CM = "\ |
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364 lowp vec4 srcPixel(); \ |
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365 lowp vec4 applyMask(lowp vec4); \ |
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366 lowp vec4 compose(lowp vec4); \ |
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367 void main() { \ |
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368 gl_FragColor = applyMask(compose(srcPixel())); \ |
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369 }"; |
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370 |
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371 static const char* const qglslMainFragmentShader_MO = "\ |
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372 uniform lowp float globalOpacity; \ |
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373 lowp vec4 srcPixel(); \ |
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374 lowp vec4 applyMask(lowp vec4); \ |
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375 void main() { \ |
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376 gl_FragColor = applyMask(srcPixel()*globalOpacity); \ |
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377 }"; |
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378 |
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379 static const char* const qglslMainFragmentShader_M = "\ |
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380 lowp vec4 srcPixel(); \ |
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381 lowp vec4 applyMask(lowp vec4); \ |
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382 void main() { \ |
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383 gl_FragColor = applyMask(srcPixel()); \ |
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384 }"; |
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385 |
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386 static const char* const qglslMainFragmentShader_CO = "\ |
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387 uniform lowp float globalOpacity; \ |
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388 lowp vec4 srcPixel(); \ |
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389 lowp vec4 compose(lowp vec4); \ |
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390 void main() { \ |
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391 gl_FragColor = compose(srcPixel()*globalOpacity); \ |
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392 }"; |
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393 |
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394 static const char* const qglslMainFragmentShader_C = "\ |
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395 lowp vec4 srcPixel(); \ |
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396 lowp vec4 compose(lowp vec4); \ |
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397 void main() { \ |
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398 gl_FragColor = compose(srcPixel()); \ |
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399 }"; |
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400 |
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401 static const char* const qglslMainFragmentShader_O = "\ |
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402 uniform lowp float globalOpacity; \ |
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403 lowp vec4 srcPixel(); \ |
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404 void main() { \ |
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405 gl_FragColor = srcPixel()*globalOpacity; \ |
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406 }"; |
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407 |
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408 static const char* const qglslMainFragmentShader = "\ |
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409 lowp vec4 srcPixel(); \ |
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410 void main() { \ |
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411 gl_FragColor = srcPixel(); \ |
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412 }"; |
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413 |
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414 static const char* const qglslMaskFragmentShader = "\ |
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415 varying highp vec2 textureCoords;\ |
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416 uniform lowp sampler2D maskTexture;\ |
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417 lowp vec4 applyMask(lowp vec4 src) \ |
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418 {\ |
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419 lowp vec4 mask = texture2D(maskTexture, textureCoords); \ |
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420 return src * mask.a; \ |
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421 }"; |
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422 |
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423 // For source over with subpixel antialiasing, the final color is calculated per component as follows |
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424 // (.a is alpha component, .c is red, green or blue component): |
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425 // alpha = src.a * mask.c * opacity |
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426 // dest.c = dest.c * (1 - alpha) + src.c * alpha |
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427 // |
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428 // In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color |
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429 // In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one |
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430 // |
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431 // 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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432 |
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433 // For source composition with subpixel antialiasing, the final color is calculated per component as follows: |
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434 // alpha = src.a * mask.c * opacity |
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435 // dest.c = dest.c * (1 - mask.c) + src.c * alpha |
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436 // |
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437 |
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438 static const char* const qglslRgbMaskFragmentShaderPass1 = "\ |
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439 varying highp vec2 textureCoords;\ |
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440 uniform lowp sampler2D maskTexture;\ |
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441 lowp vec4 applyMask(lowp vec4 src) \ |
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442 {\ |
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443 lowp vec4 mask = texture2D(maskTexture, textureCoords); \ |
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444 return src.a * mask; \ |
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445 }"; |
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446 |
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447 static const char* const qglslRgbMaskFragmentShaderPass2 = "\ |
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448 varying highp vec2 textureCoords;\ |
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449 uniform lowp sampler2D maskTexture;\ |
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450 lowp vec4 applyMask(lowp vec4 src) \ |
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451 {\ |
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452 lowp vec4 mask = texture2D(maskTexture, textureCoords); \ |
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453 return src * mask; \ |
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454 }"; |
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455 |
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456 /* |
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457 Left to implement: |
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458 RgbMaskFragmentShader, |
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459 RgbMaskWithGammaFragmentShader, |
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460 |
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461 MultiplyCompositionModeFragmentShader, |
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462 ScreenCompositionModeFragmentShader, |
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463 OverlayCompositionModeFragmentShader, |
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464 DarkenCompositionModeFragmentShader, |
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465 LightenCompositionModeFragmentShader, |
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466 ColorDodgeCompositionModeFragmentShader, |
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467 ColorBurnCompositionModeFragmentShader, |
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468 HardLightCompositionModeFragmentShader, |
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469 SoftLightCompositionModeFragmentShader, |
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470 DifferenceCompositionModeFragmentShader, |
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471 ExclusionCompositionModeFragmentShader, |
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472 */ |
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473 |
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474 QT_END_NAMESPACE |
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475 |
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476 QT_END_HEADER |
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477 |
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478 #endif // GLGC_SHADER_SOURCE_H |