--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h Wed Jun 23 19:07:03 2010 +0300
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h Tue Jul 06 15:10:48 2010 +0300
@@ -107,6 +107,14 @@
gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\
}\n";
+static const char* const qglslComplexGeometryPositionOnlyVertexShader = "\n\
+ uniform highp mat3 matrix; \n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ void setPosition(void) \n\
+ { \n\
+ gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\
+ } \n";
+
static const char* const qglslUntransformedPositionVertexShader = "\n\
attribute highp vec4 vertexCoordsArray; \n\
void setPosition(void) \n\
@@ -274,7 +282,7 @@
uniform mediump vec2 halfViewportSize; \n\
uniform highp vec2 invertedTextureSize; \n\
uniform highp mat3 brushTransform; \n\
- varying highp vec2 textureCoords; \n\
+ varying highp vec2 brushTextureCoords; \n\
void setPosition(void) \n\
{ \n\
highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
@@ -284,7 +292,7 @@
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
- textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
+ brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
}\n";
static const char* const qglslAffinePositionWithTextureBrushVertexShader
@@ -295,28 +303,28 @@
// 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 = "\n\
- varying highp vec2 textureCoords; \n\
+ varying highp vec2 brushTextureCoords; \n\
uniform lowp sampler2D brushTexture; \n\
lowp vec4 srcPixel() { \n\
- return texture2D(brushTexture, fract(textureCoords)); \n\
+ return texture2D(brushTexture, fract(brushTextureCoords)); \n\
}\n";
#else
static const char* const qglslTextureBrushSrcFragmentShader = "\n\
- varying highp vec2 textureCoords; \n\
+ varying highp vec2 brushTextureCoords; \n\
uniform lowp sampler2D brushTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
- return texture2D(brushTexture, textureCoords); \n\
+ return texture2D(brushTexture, brushTextureCoords); \n\
}\n";
#endif
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\
- varying highp vec2 textureCoords; \n\
+ varying highp vec2 brushTextureCoords; \n\
uniform lowp vec4 patternColor; \n\
uniform lowp sampler2D brushTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
- return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \n\
+ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\
}\n";
// Solid Fill Brush