src/opengl/gl2paintengineex/qglengineshadersource_p.h
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     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the QtOpenGL module of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
    12 ** You may use this file in accordance with the terms and conditions
       
    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 //
       
    43 //  W A R N I N G
       
    44 //  -------------
       
    45 //
       
    46 // This file is not part of the Qt API.  It exists purely as an
       
    47 // implementation detail.  This header file may change from version to
       
    48 // version without notice, or even be removed.
       
    49 //
       
    50 // We mean it.
       
    51 //
       
    52 
       
    53 
       
    54 #ifndef QGL_ENGINE_SHADER_SOURCE_H
       
    55 #define QGL_ENGINE_SHADER_SOURCE_H
       
    56 
       
    57 #include "qglengineshadermanager_p.h"
       
    58 
       
    59 QT_BEGIN_HEADER
       
    60 
       
    61 QT_BEGIN_NAMESPACE
       
    62 
       
    63 QT_MODULE(OpenGL)
       
    64 
       
    65 
       
    66 static const char* const qglslMainVertexShader = "\
       
    67     uniform   highp float   depth;\
       
    68     void setPosition();\
       
    69     void main(void)\
       
    70     {\
       
    71             setPosition();\
       
    72             gl_Position.z = depth * gl_Position.w;\
       
    73     }";
       
    74 
       
    75 static const char* const qglslMainWithTexCoordsVertexShader = "\
       
    76     attribute highp  vec2 textureCoordArray; \
       
    77     varying   highp  vec2 textureCoords; \
       
    78     uniform   highp float   depth;\
       
    79     void setPosition();\
       
    80     void main(void) \
       
    81     {\
       
    82             setPosition();\
       
    83             gl_Position.z = depth * gl_Position.w;\
       
    84             textureCoords = textureCoordArray; \
       
    85     }";
       
    86 
       
    87 static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
       
    88     attribute highp vec2  textureCoordArray; \
       
    89     attribute lowp  float opacityArray; \
       
    90     varying   highp vec2  textureCoords; \
       
    91     varying   lowp  float opacity; \
       
    92     uniform   highp float depth; \
       
    93     void setPosition(); \
       
    94     void main(void) \
       
    95     { \
       
    96             setPosition(); \
       
    97             gl_Position.z = depth * gl_Position.w; \
       
    98             textureCoords = textureCoordArray; \
       
    99             opacity = opacityArray; \
       
   100     }";
       
   101 
       
   102 static const char* const qglslPositionOnlyVertexShader = "\
       
   103     attribute highp vec4    vertexCoordsArray;\
       
   104     uniform   highp mat4    pmvMatrix;\
       
   105     void setPosition(void)\
       
   106     {\
       
   107             gl_Position = pmvMatrix * vertexCoordsArray;\
       
   108     }";
       
   109 
       
   110 static const char* const qglslUntransformedPositionVertexShader = "\
       
   111     attribute highp vec4    vertexCoordsArray;\
       
   112     void setPosition(void)\
       
   113     {\
       
   114             gl_Position = vertexCoordsArray;\
       
   115     }";
       
   116 
       
   117 // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
       
   118 static const char* const qglslPositionWithPatternBrushVertexShader = "\
       
   119     attribute highp   vec4  vertexCoordsArray; \
       
   120     uniform   highp   mat4  pmvMatrix; \
       
   121     uniform   mediump vec2  halfViewportSize; \
       
   122     uniform   highp   vec2  invertedTextureSize; \
       
   123     uniform   highp   mat3  brushTransform; \
       
   124     varying   highp   vec2  patternTexCoords; \
       
   125     void setPosition(void) { \
       
   126             gl_Position = pmvMatrix * vertexCoordsArray;\
       
   127             gl_Position.xy = gl_Position.xy / gl_Position.w; \
       
   128             mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
       
   129             mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
       
   130             mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
       
   131             gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
       
   132             gl_Position.w = invertedHTexCoordsZ; \
       
   133             patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
       
   134     }";
       
   135 
       
   136 static const char* const qglslAffinePositionWithPatternBrushVertexShader
       
   137                  = qglslPositionWithPatternBrushVertexShader;
       
   138 
       
   139 static const char* const qglslPatternBrushSrcFragmentShader = "\
       
   140     uniform lowp    sampler2D brushTexture;\
       
   141     uniform lowp    vec4      patternColor; \
       
   142     varying highp   vec2      patternTexCoords;\
       
   143     lowp vec4 srcPixel() { \
       
   144         return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
       
   145     }\n";
       
   146 
       
   147 
       
   148 // Linear Gradient Brush
       
   149 static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
       
   150     attribute highp   vec4  vertexCoordsArray; \
       
   151     uniform   highp   mat4  pmvMatrix; \
       
   152     uniform   mediump vec2  halfViewportSize; \
       
   153     uniform   highp   vec3  linearData; \
       
   154     uniform   highp   mat3  brushTransform; \
       
   155     varying   mediump float index; \
       
   156     void setPosition() { \
       
   157         gl_Position = pmvMatrix * vertexCoordsArray;\
       
   158         gl_Position.xy = gl_Position.xy / gl_Position.w; \
       
   159         mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
       
   160         mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
       
   161         mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
       
   162         gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
       
   163         gl_Position.w = invertedHTexCoordsZ; \
       
   164         index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
       
   165     }";
       
   166 
       
   167 static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
       
   168                  = qglslPositionWithLinearGradientBrushVertexShader;
       
   169 
       
   170 static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
       
   171     uniform lowp    sampler2D   brushTexture; \
       
   172     varying mediump float       index; \
       
   173     lowp vec4 srcPixel() { \
       
   174         mediump vec2 val = vec2(index, 0.5); \
       
   175         return texture2D(brushTexture, val); \
       
   176     }\n";
       
   177 
       
   178 
       
   179 // Conical Gradient Brush
       
   180 static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
       
   181     attribute highp   vec4  vertexCoordsArray;\
       
   182     uniform   highp   mat4  pmvMatrix;\
       
   183     uniform   mediump vec2  halfViewportSize; \
       
   184     uniform   highp   mat3  brushTransform; \
       
   185     varying   highp   vec2  A; \
       
   186     void setPosition(void)\
       
   187     {\
       
   188         gl_Position = pmvMatrix * vertexCoordsArray;\
       
   189         gl_Position.xy = gl_Position.xy / gl_Position.w; \
       
   190         mediump vec2  viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
       
   191         mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
       
   192         mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
       
   193         gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
       
   194         gl_Position.w = invertedHTexCoordsZ; \
       
   195         A = hTexCoords.xy * invertedHTexCoordsZ; \
       
   196     }";
       
   197 
       
   198 static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
       
   199                  = qglslPositionWithConicalGradientBrushVertexShader;
       
   200 
       
   201 static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
       
   202     #define INVERSE_2PI 0.1591549430918953358 \n\
       
   203     uniform lowp    sampler2D   brushTexture; \n\
       
   204     uniform mediump float       angle; \
       
   205     varying highp   vec2        A; \
       
   206     lowp vec4 srcPixel() { \
       
   207         highp float t; \
       
   208         if (abs(A.y) == abs(A.x)) \
       
   209             t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
       
   210         else \
       
   211             t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
       
   212         return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
       
   213     }";
       
   214 
       
   215 
       
   216 // Radial Gradient Brush
       
   217 static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
       
   218     attribute highp   vec4 vertexCoordsArray;\
       
   219     uniform   highp   mat4 pmvMatrix;\
       
   220     uniform   mediump vec2 halfViewportSize; \
       
   221     uniform   highp   mat3 brushTransform; \
       
   222     uniform   highp   vec2 fmp; \
       
   223     varying   highp   float b; \
       
   224     varying   highp   vec2  A; \
       
   225     void setPosition(void) \
       
   226     {\
       
   227         gl_Position = pmvMatrix * vertexCoordsArray;\
       
   228         gl_Position.xy = gl_Position.xy / gl_Position.w; \
       
   229         mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
       
   230         mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
       
   231         mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
       
   232         gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
       
   233         gl_Position.w = invertedHTexCoordsZ; \
       
   234         A = hTexCoords.xy * invertedHTexCoordsZ; \
       
   235         b = 2.0 * dot(A, fmp); \
       
   236     }";
       
   237 
       
   238 static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
       
   239                  = qglslPositionWithRadialGradientBrushVertexShader;
       
   240 
       
   241 static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
       
   242     uniform lowp    sampler2D   brushTexture; \
       
   243     uniform highp   float       fmp2_m_radius2; \
       
   244     uniform highp   float       inverse_2_fmp2_m_radius2; \
       
   245     varying highp   float       b; \
       
   246     varying highp   vec2        A; \
       
   247     lowp vec4 srcPixel() { \
       
   248         highp float c = -dot(A, A); \
       
   249         highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
       
   250         return texture2D(brushTexture, val); \
       
   251     }";
       
   252 
       
   253 
       
   254 // Texture Brush
       
   255 static const char* const qglslPositionWithTextureBrushVertexShader = "\
       
   256     attribute highp   vec4  vertexCoordsArray; \
       
   257     uniform   highp   mat4  pmvMatrix; \
       
   258     uniform   mediump vec2  halfViewportSize; \
       
   259     uniform   highp   vec2  invertedTextureSize; \
       
   260     uniform   highp   mat3  brushTransform; \
       
   261     varying   highp   vec2  brushTextureCoords; \
       
   262     void setPosition(void) { \
       
   263             gl_Position = pmvMatrix * vertexCoordsArray;\
       
   264             gl_Position.xy = gl_Position.xy / gl_Position.w; \
       
   265             mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
       
   266             mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
       
   267             mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
       
   268             gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
       
   269             gl_Position.w = invertedHTexCoordsZ; \
       
   270             brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
       
   271     }";
       
   272 
       
   273 static const char* const qglslAffinePositionWithTextureBrushVertexShader
       
   274                  = qglslPositionWithTextureBrushVertexShader;
       
   275 
       
   276 #if defined(QT_OPENGL_ES_2)
       
   277 // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
       
   278 // we emulate GL_REPEAT by only taking the fractional part of the texture coords.
       
   279 // TODO: Special case POT textures which don't need this emulation
       
   280 static const char* const qglslTextureBrushSrcFragmentShader = "\
       
   281     varying highp   vec2      brushTextureCoords; \
       
   282     uniform lowp    sampler2D brushTexture; \
       
   283     lowp vec4 srcPixel() { \
       
   284         return texture2D(brushTexture, fract(brushTextureCoords)); \
       
   285     }";
       
   286 #else
       
   287 static const char* const qglslTextureBrushSrcFragmentShader = "\
       
   288     varying highp   vec2      brushTextureCoords; \
       
   289     uniform lowp    sampler2D brushTexture; \
       
   290     lowp vec4 srcPixel() { \
       
   291         return texture2D(brushTexture, brushTextureCoords); \
       
   292     }";
       
   293 #endif
       
   294 
       
   295 static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
       
   296     varying highp   vec2      brushTextureCoords; \
       
   297     uniform lowp    vec4      patternColor; \
       
   298     uniform lowp    sampler2D brushTexture; \
       
   299     lowp vec4 srcPixel() { \
       
   300         return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \
       
   301     }";
       
   302 
       
   303 // Solid Fill Brush
       
   304 static const char* const qglslSolidBrushSrcFragmentShader = "\
       
   305     uniform lowp vec4 fragmentColor; \
       
   306     lowp vec4 srcPixel() { \
       
   307         return fragmentColor; \
       
   308     }";
       
   309 
       
   310 static const char* const qglslImageSrcFragmentShader = "\
       
   311     varying highp   vec2    textureCoords; \
       
   312     uniform lowp  sampler2D imageTexture; \
       
   313     lowp vec4 srcPixel() { \
       
   314         return texture2D(imageTexture, textureCoords); \
       
   315     }";
       
   316 
       
   317 static const char* const qglslCustomSrcFragmentShader = "\
       
   318     varying highp vec2      textureCoords; \
       
   319     uniform lowp  sampler2D imageTexture; \
       
   320     lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
       
   321     lowp vec4 srcPixel() { \
       
   322         return customShader(imageTexture, textureCoords); \
       
   323     }";
       
   324 
       
   325 static const char* const qglslImageSrcWithPatternFragmentShader = "\
       
   326     varying highp vec2      textureCoords; \
       
   327     uniform lowp  vec4      patternColor; \
       
   328     uniform lowp  sampler2D imageTexture; \
       
   329     lowp vec4 srcPixel() { \
       
   330         return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
       
   331     }\n";
       
   332 
       
   333 static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
       
   334     varying highp vec2      textureCoords; \
       
   335     uniform lowp  sampler2D imageTexture; \
       
   336     lowp vec4 srcPixel() { \
       
   337         lowp vec4 sample = texture2D(imageTexture, textureCoords); \
       
   338         sample.rgb = sample.rgb * sample.a; \
       
   339         return sample; \
       
   340     }";
       
   341 
       
   342 static const char* const qglslShockingPinkSrcFragmentShader = "\
       
   343     lowp vec4 srcPixel() { \
       
   344         return vec4(0.98, 0.06, 0.75, 1.0); \
       
   345     }";
       
   346 
       
   347 static const char* const qglslMainFragmentShader_ImageArrays = "\
       
   348     varying lowp float opacity; \
       
   349     lowp vec4 srcPixel(); \
       
   350     void main() { \
       
   351         gl_FragColor = srcPixel() * opacity; \
       
   352     }";
       
   353 
       
   354 static const char* const qglslMainFragmentShader_CMO = "\
       
   355     uniform lowp float globalOpacity; \
       
   356     lowp vec4 srcPixel(); \
       
   357     lowp vec4 applyMask(lowp vec4); \
       
   358     lowp vec4 compose(lowp vec4); \
       
   359     void main() { \
       
   360         gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
       
   361     }";
       
   362 
       
   363 static const char* const qglslMainFragmentShader_CM = "\
       
   364     lowp vec4 srcPixel(); \
       
   365     lowp vec4 applyMask(lowp vec4); \
       
   366     lowp vec4 compose(lowp vec4); \
       
   367     void main() { \
       
   368         gl_FragColor = applyMask(compose(srcPixel())); \
       
   369     }";
       
   370 
       
   371 static const char* const qglslMainFragmentShader_MO = "\
       
   372     uniform lowp float globalOpacity; \
       
   373     lowp vec4 srcPixel(); \
       
   374     lowp vec4 applyMask(lowp vec4); \
       
   375     void main() { \
       
   376         gl_FragColor = applyMask(srcPixel()*globalOpacity); \
       
   377     }";
       
   378 
       
   379 static const char* const qglslMainFragmentShader_M = "\
       
   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