--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,478 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+
+#ifndef QGL_ENGINE_SHADER_SOURCE_H
+#define QGL_ENGINE_SHADER_SOURCE_H
+
+#include "qglengineshadermanager_p.h"
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+
+static const char* const qglslMainVertexShader = "\
+ uniform highp float depth;\
+ void setPosition();\
+ void main(void)\
+ {\
+ setPosition();\
+ gl_Position.z = depth * gl_Position.w;\
+ }";
+
+static const char* const qglslMainWithTexCoordsVertexShader = "\
+ attribute highp vec2 textureCoordArray; \
+ varying highp vec2 textureCoords; \
+ uniform highp float depth;\
+ void setPosition();\
+ void main(void) \
+ {\
+ setPosition();\
+ gl_Position.z = depth * gl_Position.w;\
+ textureCoords = textureCoordArray; \
+ }";
+
+static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
+ attribute highp vec2 textureCoordArray; \
+ attribute lowp float opacityArray; \
+ varying highp vec2 textureCoords; \
+ varying lowp float opacity; \
+ uniform highp float depth; \
+ void setPosition(); \
+ void main(void) \
+ { \
+ setPosition(); \
+ gl_Position.z = depth * gl_Position.w; \
+ textureCoords = textureCoordArray; \
+ opacity = opacityArray; \
+ }";
+
+static const char* const qglslPositionOnlyVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ uniform highp mat4 pmvMatrix;\
+ void setPosition(void)\
+ {\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ }";
+
+static const char* const qglslUntransformedPositionVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ void setPosition(void)\
+ {\
+ gl_Position = vertexCoordsArray;\
+ }";
+
+// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
+static const char* const qglslPositionWithPatternBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray; \
+ uniform highp mat4 pmvMatrix; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp vec2 invertedTextureSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 patternTexCoords; \
+ void setPosition(void) { \
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithPatternBrushVertexShader
+ = qglslPositionWithPatternBrushVertexShader;
+
+static const char* const qglslPatternBrushSrcFragmentShader = "\
+ uniform lowp sampler2D brushTexture;\
+ uniform lowp vec4 patternColor; \
+ varying highp vec2 patternTexCoords;\
+ lowp vec4 srcPixel() { \
+ return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
+ }\n";
+
+
+// Linear Gradient Brush
+static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray; \
+ uniform highp mat4 pmvMatrix; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp vec3 linearData; \
+ uniform highp mat3 brushTransform; \
+ varying mediump float index; \
+ void setPosition() { \
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
+ = qglslPositionWithLinearGradientBrushVertexShader;
+
+static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
+ uniform lowp sampler2D brushTexture; \
+ varying mediump float index; \
+ lowp vec4 srcPixel() { \
+ mediump vec2 val = vec2(index, 0.5); \
+ return texture2D(brushTexture, val); \
+ }\n";
+
+
+// Conical Gradient Brush
+static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ uniform highp mat4 pmvMatrix;\
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 A; \
+ void setPosition(void)\
+ {\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ A = hTexCoords.xy * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
+ = qglslPositionWithConicalGradientBrushVertexShader;
+
+static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
+ #define INVERSE_2PI 0.1591549430918953358 \n\
+ uniform lowp sampler2D brushTexture; \n\
+ uniform mediump float angle; \
+ varying highp vec2 A; \
+ lowp vec4 srcPixel() { \
+ highp float t; \
+ if (abs(A.y) == abs(A.x)) \
+ t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
+ else \
+ t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
+ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
+ }";
+
+
+// Radial Gradient Brush
+static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ uniform highp mat4 pmvMatrix;\
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp mat3 brushTransform; \
+ uniform highp vec2 fmp; \
+ varying highp float b; \
+ varying highp vec2 A; \
+ void setPosition(void) \
+ {\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ A = hTexCoords.xy * invertedHTexCoordsZ; \
+ b = 2.0 * dot(A, fmp); \
+ }";
+
+static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
+ = qglslPositionWithRadialGradientBrushVertexShader;
+
+static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
+ uniform lowp sampler2D brushTexture; \
+ uniform highp float fmp2_m_radius2; \
+ uniform highp float inverse_2_fmp2_m_radius2; \
+ varying highp float b; \
+ varying highp vec2 A; \
+ lowp vec4 srcPixel() { \
+ highp float c = -dot(A, A); \
+ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
+ return texture2D(brushTexture, val); \
+ }";
+
+
+// Texture Brush
+static const char* const qglslPositionWithTextureBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray; \
+ uniform highp mat4 pmvMatrix; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp vec2 invertedTextureSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 brushTextureCoords; \
+ void setPosition(void) { \
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
+ }";
+
+static const char* const qglslAffinePositionWithTextureBrushVertexShader
+ = qglslPositionWithTextureBrushVertexShader;
+
+#if defined(QT_OPENGL_ES_2)
+// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
+// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
+// TODO: Special case POT textures which don't need this emulation
+static const char* const qglslTextureBrushSrcFragmentShader = "\
+ varying highp vec2 brushTextureCoords; \
+ uniform lowp sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(brushTexture, fract(brushTextureCoords)); \
+ }";
+#else
+static const char* const qglslTextureBrushSrcFragmentShader = "\
+ varying highp vec2 brushTextureCoords; \
+ uniform lowp sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(brushTexture, brushTextureCoords); \
+ }";
+#endif
+
+static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
+ varying highp vec2 brushTextureCoords; \
+ uniform lowp vec4 patternColor; \
+ uniform lowp sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \
+ }";
+
+// Solid Fill Brush
+static const char* const qglslSolidBrushSrcFragmentShader = "\
+ uniform lowp vec4 fragmentColor; \
+ lowp vec4 srcPixel() { \
+ return fragmentColor; \
+ }";
+
+static const char* const qglslImageSrcFragmentShader = "\
+ varying highp vec2 textureCoords; \
+ uniform lowp sampler2D imageTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(imageTexture, textureCoords); \
+ }";
+
+static const char* const qglslCustomSrcFragmentShader = "\
+ varying highp vec2 textureCoords; \
+ uniform lowp sampler2D imageTexture; \
+ lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
+ lowp vec4 srcPixel() { \
+ return customShader(imageTexture, textureCoords); \
+ }";
+
+static const char* const qglslImageSrcWithPatternFragmentShader = "\
+ varying highp vec2 textureCoords; \
+ uniform lowp vec4 patternColor; \
+ uniform lowp sampler2D imageTexture; \
+ lowp vec4 srcPixel() { \
+ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
+ }\n";
+
+static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
+ varying highp vec2 textureCoords; \
+ uniform lowp sampler2D imageTexture; \
+ lowp vec4 srcPixel() { \
+ lowp vec4 sample = texture2D(imageTexture, textureCoords); \
+ sample.rgb = sample.rgb * sample.a; \
+ return sample; \
+ }";
+
+static const char* const qglslShockingPinkSrcFragmentShader = "\
+ lowp vec4 srcPixel() { \
+ return vec4(0.98, 0.06, 0.75, 1.0); \
+ }";
+
+static const char* const qglslMainFragmentShader_ImageArrays = "\
+ varying lowp float opacity; \
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel() * opacity; \
+ }";
+
+static const char* const qglslMainFragmentShader_CMO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
+ }";
+
+static const char* const qglslMainFragmentShader_CM = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(compose(srcPixel())); \
+ }";
+
+static const char* const qglslMainFragmentShader_MO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(srcPixel()*globalOpacity); \
+ }";
+
+static const char* const qglslMainFragmentShader_M = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(srcPixel()); \
+ }";
+
+static const char* const qglslMainFragmentShader_CO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(srcPixel()*globalOpacity); \
+ }";
+
+static const char* const qglslMainFragmentShader_C = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(srcPixel()); \
+ }";
+
+static const char* const qglslMainFragmentShader_O = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel()*globalOpacity; \
+ }";
+
+static const char* const qglslMainFragmentShader = "\
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel(); \
+ }";
+
+static const char* const qglslMaskFragmentShader = "\
+ varying highp vec2 textureCoords;\
+ uniform lowp sampler2D maskTexture;\
+ lowp vec4 applyMask(lowp vec4 src) \
+ {\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \
+ return src * mask.a; \
+ }";
+
+// For source over with subpixel antialiasing, the final color is calculated per component as follows
+// (.a is alpha component, .c is red, green or blue component):
+// alpha = src.a * mask.c * opacity
+// dest.c = dest.c * (1 - alpha) + src.c * alpha
+//
+// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
+// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
+//
+// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
+
+// For source composition with subpixel antialiasing, the final color is calculated per component as follows:
+// alpha = src.a * mask.c * opacity
+// dest.c = dest.c * (1 - mask.c) + src.c * alpha
+//
+
+static const char* const qglslRgbMaskFragmentShaderPass1 = "\
+ varying highp vec2 textureCoords;\
+ uniform lowp sampler2D maskTexture;\
+ lowp vec4 applyMask(lowp vec4 src) \
+ {\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \
+ return src.a * mask; \
+ }";
+
+static const char* const qglslRgbMaskFragmentShaderPass2 = "\
+ varying highp vec2 textureCoords;\
+ uniform lowp sampler2D maskTexture;\
+ lowp vec4 applyMask(lowp vec4 src) \
+ {\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \
+ return src * mask; \
+ }";
+
+/*
+ Left to implement:
+ RgbMaskFragmentShader,
+ RgbMaskWithGammaFragmentShader,
+
+ MultiplyCompositionModeFragmentShader,
+ ScreenCompositionModeFragmentShader,
+ OverlayCompositionModeFragmentShader,
+ DarkenCompositionModeFragmentShader,
+ LightenCompositionModeFragmentShader,
+ ColorDodgeCompositionModeFragmentShader,
+ ColorBurnCompositionModeFragmentShader,
+ HardLightCompositionModeFragmentShader,
+ SoftLightCompositionModeFragmentShader,
+ DifferenceCompositionModeFragmentShader,
+ ExclusionCompositionModeFragmentShader,
+*/
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif // GLGC_SHADER_SOURCE_H