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Diffstat (limited to '')
26 files changed, 1118 insertions, 0 deletions
diff --git a/vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl b/vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl new file mode 100644 index 000000000..901b481d8 --- /dev/null +++ b/vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl @@ -0,0 +1,87 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +/* TODO Use textureOffset for newest version of GLSL */ + + +#version 130 + +uniform sampler2D crc_table; +uniform sampler2D sampler; +uniform float xstep; +uniform float ystep; + +varying vec2 tex_coord; + +const int scale = 4; +const float ratio = 16.0; + + +ivec2 crc64( ivec2 hval, int color ) +{ + int dx = 2 * ((hval[0] ^ color) & 0xff); + float s = dx / 255.0; + vec4 table_value_lo = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0); + s = (dx+1) / 255.0; + vec4 table_value_hi = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0); + + int tvalue_lo = int(table_value_lo[0]) | (int(table_value_lo[1]) << 8) | (int(table_value_lo[2]) << 16) | (int(table_value_lo[3]) << 24); + int tvalue_hi = int(table_value_hi[0]) | (int(table_value_hi[1]) << 8) | (int(table_value_hi[2]) << 16) | (int(table_value_hi[3]) << 24); + + hval[1] = tvalue_hi ^ (hval[1] >> 8); + hval[0] = tvalue_lo ^ ( (hval[1] << 24) | (hval[0] >> 8) ); + + return hval; +} + + +void main(void) +{ + ivec2 Crc = ivec2( 0xffffffff, 0xffffffff ); + vec2 offset = vec2( 0.0, 0.0 ); + vec2 next_coord = tex_coord.st; + for( int y = 0; y < scale && next_coord.y <= 1.0; ++y ) + { + for( int x = 0; x < scale && next_coord.x <= 1.0; ++x ) + { + vec4 pixel = round(texture2D( sampler, next_coord ) * 255.0); + + int r = int(pixel.r); // 0..255 + int g = int(pixel.g); // 0..255 + int b = int(pixel.b); // 0..255 + int a = int(pixel.a); // 0..255 + + Crc = crc64( Crc, r ); + Crc = crc64( Crc, g ); + Crc = crc64( Crc, b ); + Crc = crc64( Crc, a ); + + offset.x += xstep; + next_coord = tex_coord.st + offset; + } + offset.y += ystep; + offset.x = 0.0; + next_coord = tex_coord.st + offset; + } + + Crc[0] = ~Crc[0]; + Crc[1] = ~Crc[1]; + + int Hash = Crc[0] ^ Crc[1]; + + float fr = ( Hash & 0xff) / 255.0; + float fg = ((Hash >> 8) & 0xff) / 255.0; + float fb = ((Hash >> 16) & 0xff) / 255.0; + float fa = ((Hash >> 24) & 0xff) / 255.0; + + + gl_FragColor = vec4(fr, fg, fb, fa); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/areaScaleFastFragmentShader.glsl b/vcl/opengl/shaders/areaScaleFastFragmentShader.glsl new file mode 100644 index 000000000..57ad8fa97 --- /dev/null +++ b/vcl/opengl/shaders/areaScaleFastFragmentShader.glsl @@ -0,0 +1,59 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +/* TODO Use textureOffset for newest version of GLSL */ + +#version 130 + +uniform sampler2D sampler; +uniform int xscale; +uniform int yscale; +uniform float xstep; +uniform float ystep; +uniform float ratio; // = 1.0/(xscale*yscale) + +varying vec2 tex_coord; + +// This mode makes the scaling work like maskedTextureFragmentShader.glsl +// (instead of like plain textureVertexShader.glsl). +#ifdef MASKED +varying vec2 mask_coord; +uniform sampler2D mask; +#endif + +/* + Just make the resulting color the average of all the source pixels + (which is an area (xscale)x(yscale) ). +*/ +void main(void) +{ + vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 ); + vec2 offset = vec2( 0.0, 0.0 ); + for( int y = 0; y < yscale; ++y ) + { + for( int x = 0; x < xscale; ++x ) + { +#ifndef MASKED + sum += texture2D( sampler, tex_coord.st + offset ); +#else + vec4 texel; + texel = texture2D( sampler, tex_coord.st + offset ); + texel.a = 1.0 - texture2D( mask, mask_coord.st + offset ).r; + sum += texel; +#endif + offset.x += xstep; + } + offset.y += ystep; + offset.x = 0.0; + } + sum *= ratio; + gl_FragColor = sum; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/areaScaleFragmentShader.glsl b/vcl/opengl/shaders/areaScaleFragmentShader.glsl new file mode 100644 index 000000000..5dab5ba01 --- /dev/null +++ b/vcl/opengl/shaders/areaScaleFragmentShader.glsl @@ -0,0 +1,239 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +uniform sampler2D sampler; +uniform int swidth; +uniform int sheight; +uniform float xscale; +uniform float yscale; +uniform float xoffset; +uniform float yoffset; +uniform float xfrompixelratio; +uniform float yfrompixelratio; +uniform float xtopixelratio; +uniform float ytopixelratio; + +varying vec2 tex_coord; + +// This mode makes the scaling work like maskedTextureFragmentShader.glsl +// (instead of like plain textureVertexShader.glsl). +#ifdef MASKED +varying vec2 mask_coord; +uniform sampler2D mask; +#endif + +#ifdef USE_REDUCED_REGISTER_VARIANT + +vec4 getTexel(int x, int y) +{ + vec2 pos = vec2( x * xfrompixelratio + xoffset, y * yfrompixelratio + yoffset ); + vec4 texel = texture2D(sampler, pos); +#ifdef MASKED + texel.a = 1.0 - texture2D(mask, pos - tex_coord.st + mask_coord.st).r; +#endif + return texel; +} + +void main(void) +{ + // Convert to pixel coordinates again. + int dx = int(( tex_coord.s - xoffset ) * xtopixelratio ); + int dy = int(( tex_coord.t - yoffset ) * ytopixelratio ); + + // Compute the range of source pixels which will make up this destination pixel. + float fsx1 = min(dx * xscale, float(swidth - 1)); + float fsx2 = min(fsx1 + xscale, float(swidth - 1)); + + float fsy1 = min(dy * yscale, float(sheight - 1)); + float fsy2 = min(fsy1 + yscale, float(sheight - 1)); + + // To whole pixel coordinates. + int xstart = int(floor(fsx1)); + int xend = int(floor(fsx2)); + + int ystart = int(floor(fsy1)); + int yend = int(floor(fsy2)); + + float xlength = fsx2 - fsx1; + float ylength = fsy2 - fsy1; + + float xContribution[3]; + xContribution[0] = (1.0 - max(0.0, fsx1 - xstart)) / xlength; + xContribution[1] = 1.0 / xlength; + xContribution[2] = (1.0 - max(0.0, (xend + 1) - fsx2)) / xlength; + + float yContribution[3]; + yContribution[0] = (1.0 - max(0.0, fsy1 - ystart)) / ylength; + yContribution[1] = 1.0 / ylength; + yContribution[2] = (1.0 - max(0.0, (yend + 1) - fsy2)) / ylength; + + vec4 sumAll = vec4(0.0, 0.0, 0.0, 0.0); + vec4 texel; + // First Y pass + { + vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0); + + sumX += getTexel(xstart, ystart) * xContribution[0]; + for (int x = xstart + 1; x < xend; ++x) + { + sumX += getTexel(x, ystart) * xContribution[1]; + } + sumX += getTexel(xend, ystart) * xContribution[2]; + + sumAll += sumX * yContribution[0]; + } + + // Middle Y Passes + for (int y = ystart + 1; y < yend; ++y) + { + vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0); + + sumX += getTexel(xstart, y) * xContribution[0]; + for (int x = xstart + 1; x < xend; ++x) + { + sumX += getTexel(x, y) * xContribution[1]; + } + sumX += getTexel(xend, y) * xContribution[2]; + + sumAll += sumX * yContribution[1]; + } + + // Last Y pass + { + vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0); + + sumX += getTexel(xstart, yend) * xContribution[0]; + for (int x = xstart + 1; x < xend; ++x) + { + sumX += getTexel(x, yend) * xContribution[1]; + } + sumX += getTexel(xend, yend) * xContribution[2]; + + sumAll += sumX * yContribution[2]; + } + + gl_FragColor = sumAll; +} +#else +void main(void) +{ + // Convert to pixel coordinates again. + int dx = int(( tex_coord.s - xoffset ) * xtopixelratio ); + int dy = int(( tex_coord.t - yoffset ) * ytopixelratio ); + + // How much each column/row will contribute to the resulting pixel. + // Note: These values are always the same for the same X (or Y), + // so they could be precalculated in C++ and passed to the shader, + // but GLSL has limits on the size of uniforms passed to it, + // so it'd need something like texture buffer objects from newer + // GLSL versions, and it seems the hassle is not really worth it. + float xratio[ 16 + 2 ]; + float yratio[ 16 + 2 ]; + + // For finding the first and last source pixel. + int xpixel[ 16 + 2 ]; + int ypixel[ 16 + 2 ]; + + int xpos = 0; + int ypos = 0; + + // Compute the range of source pixels which will make up this destination pixel. + float fsx1 = dx * xscale; + float fsx2 = fsx1 + xscale; + // To whole pixel coordinates. + int sx1 = int( ceil( fsx1 ) ); + int sx2 = int( floor( fsx2 ) ); + // Range checking. + sx2 = min( sx2, swidth - 1 ); + sx1 = min( sx1, sx2 ); + + // How much one full column contributes to the resulting pixel. + float width = min( xscale, swidth - fsx1 ); + + if( sx1 - fsx1 > 0.001 ) + { // The first column contributes only partially. + xpixel[ xpos ] = sx1 - 1; + xratio[ xpos ] = ( sx1 - fsx1 ) / width; + ++xpos; + } + for( int sx = sx1; sx < sx2; ++sx ) + { // Columns that fully contribute to the resulting pixel. + xpixel[ xpos ] = sx; + xratio[ xpos ] = 1.0 / width; + ++xpos; + } + if( fsx2 - sx2 > 0.001 ) + { // The last column contributes only partially. + xpixel[ xpos ] = sx2; + xratio[ xpos ] = min( min( fsx2 - sx2, 1.0 ) / width, 1.0 ); + ++xpos; + } + + // The same for Y. + float fsy1 = dy * yscale; + float fsy2 = fsy1 + yscale; + int sy1 = int( ceil( fsy1 ) ); + int sy2 = int( floor( fsy2 ) ); + sy2 = min( sy2, sheight - 1 ); + sy1 = min( sy1, sy2 ); + + float height = min( yscale, sheight - fsy1 ); + + if( sy1 - fsy1 > 0.001 ) + { + ypixel[ ypos ] = sy1 - 1; + yratio[ ypos ] = ( sy1 - fsy1 ) / height; + ++ypos; + } + for( int sy = sy1; sy < sy2; ++sy ) + { + ypixel[ ypos ] = sy; + yratio[ ypos ] = 1.0 / height; + ++ypos; + } + if( fsy2 - sy2 > 0.001 ) + { + ypixel[ ypos ] = sy2; + yratio[ ypos ] = min( min( fsy2 - sy2, 1.0 ) / height, 1.0 ); + ++ypos; + } + + int xstart = xpixel[ 0 ]; + int xend = xpixel[ xpos - 1 ]; + int ystart = ypixel[ 0 ]; + int yend = ypixel[ ypos - 1 ]; + + vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 ); + + ypos = 0; + for( int y = ystart; y <= yend; ++y, ++ypos ) + { + vec4 tmp = vec4( 0.0, 0.0, 0.0, 0.0 ); + xpos = 0; + for( int x = xstart; x <= xend; ++x, ++xpos ) + { + vec2 pos = vec2( x * xfrompixelratio + xoffset, y * yfrompixelratio + yoffset ); +#ifndef MASKED + tmp += texture2D( sampler, pos ) * xratio[ xpos ]; +#else + vec4 texel; + texel = texture2D( sampler, pos ); + texel.a = 1.0 - texture2D( mask, pos - tex_coord.st + mask_coord.st ).r; + tmp += texel * xratio[ xpos ]; +#endif + } + sum += tmp * yratio[ ypos ]; + } + + gl_FragColor = sum; +} +#endif +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/blendedTextureFragmentShader.glsl b/vcl/opengl/shaders/blendedTextureFragmentShader.glsl new file mode 100644 index 000000000..15dfcf7e7 --- /dev/null +++ b/vcl/opengl/shaders/blendedTextureFragmentShader.glsl @@ -0,0 +1,33 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying vec2 tex_coord; +varying vec2 alpha_coord; +varying vec2 mask_coord; + +uniform sampler2D sampler; +uniform sampler2D mask; +uniform sampler2D alpha; + +void main() +{ + vec4 texel0, texel1, texel2; + + texel0 = texture2D(sampler, tex_coord); + texel1 = texture2D(mask, mask_coord); + texel2 = texture2D(alpha, alpha_coord); + gl_FragColor = texel0; + + /* Only blend if the alpha texture wasn't fully transparent */ + gl_FragColor.a = 1.0 - (1.0 - floor(texel2.r)) * texel1.r; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/blendedTextureVertexShader.glsl b/vcl/opengl/shaders/blendedTextureVertexShader.glsl new file mode 100644 index 000000000..3e60d0e22 --- /dev/null +++ b/vcl/opengl/shaders/blendedTextureVertexShader.glsl @@ -0,0 +1,28 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec4 position; +attribute vec2 tex_coord_in; +attribute vec2 alpha_coord_in; +attribute vec2 mask_coord_in; +varying vec2 tex_coord; +varying vec2 alpha_coord; +varying vec2 mask_coord; +uniform mat4 mvp; + +void main() { + gl_Position = mvp * position; + tex_coord = tex_coord_in; + alpha_coord = alpha_coord_in; + mask_coord = mask_coord_in; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/combinedFragmentShader.glsl b/vcl/opengl/shaders/combinedFragmentShader.glsl new file mode 100644 index 000000000..2515b174f --- /dev/null +++ b/vcl/opengl/shaders/combinedFragmentShader.glsl @@ -0,0 +1,44 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying float fade_factor; // 0->1 fade factor used for AA +varying float multiply; + +#ifdef USE_VERTEX_COLORS +varying vec4 vertex_color; +#endif + +uniform vec4 color; + +#define TYPE_NORMAL 0 +#define TYPE_LINE 1 + +uniform int type; + +void main() +{ +#ifdef USE_VERTEX_COLORS + vec4 result = vertex_color; +#else + vec4 result = color; +#endif + + if (type == TYPE_LINE) + { + float dist = (1.0 - abs(fade_factor)) * multiply; + float alpha = clamp(dist, 0.0, 1.0); + result.a = result.a * alpha; + } + + gl_FragColor = result; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/combinedTextureFragmentShader.glsl b/vcl/opengl/shaders/combinedTextureFragmentShader.glsl new file mode 100644 index 000000000..2990de8c4 --- /dev/null +++ b/vcl/opengl/shaders/combinedTextureFragmentShader.glsl @@ -0,0 +1,73 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying vec2 tex_coord; +varying vec2 alpha_coord; +varying vec2 mask_coord; +#ifdef USE_VERTEX_COLORS +varying vec4 vertex_color; +#endif + +uniform sampler2D texture; +uniform sampler2D mask; +uniform sampler2D alpha; + +uniform vec4 color; + +uniform int type; + +#define TYPE_NORMAL 0 +#define TYPE_BLEND 1 +#define TYPE_MASKED 2 +#define TYPE_DIFF 3 +#define TYPE_MASKED_COLOR 4 + +void main() +{ + vec4 texelTexture = texture2D(texture, tex_coord); + + if (type == TYPE_NORMAL) + { + gl_FragColor = texelTexture; + } + else if (type == TYPE_BLEND) + { + vec4 texelMask = texture2D(mask, mask_coord); + vec4 texelAlpha = texture2D(alpha, alpha_coord); + gl_FragColor = texelTexture; + gl_FragColor.a = 1.0 - (1.0 - floor(texelAlpha.r)) * texelMask.r; + } + else if (type == TYPE_MASKED) + { + vec4 texelMask = texture2D(mask, mask_coord); + gl_FragColor = texelTexture; + gl_FragColor.a = 1.0 - texelMask.r; + } + else if (type == TYPE_DIFF) + { + vec4 texelMask = texture2D(mask, mask_coord); + float alpha = 1.0 - abs(texelTexture.r - texelMask.r); + if (alpha > 0.0) + gl_FragColor = texelMask / alpha; + gl_FragColor.a = alpha; + } + else if (type == TYPE_MASKED_COLOR) + { +#ifdef USE_VERTEX_COLORS + gl_FragColor = vertex_color; +#else + gl_FragColor = color; +#endif + gl_FragColor.a = 1.0 - texelTexture.r; + } +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/combinedTextureVertexShader.glsl b/vcl/opengl/shaders/combinedTextureVertexShader.glsl new file mode 100644 index 000000000..52d44d553 --- /dev/null +++ b/vcl/opengl/shaders/combinedTextureVertexShader.glsl @@ -0,0 +1,43 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec4 position; +attribute vec2 tex_coord_in; +attribute vec2 mask_coord_in; +attribute vec2 alpha_coord_in; +#ifdef USE_VERTEX_COLORS +attribute vec4 vertex_color_in; +#endif + +varying vec2 tex_coord; +varying vec2 mask_coord; +varying vec2 alpha_coord; +#ifdef USE_VERTEX_COLORS +varying vec4 vertex_color; +#endif + +uniform mat4 mvp; +uniform mat4 transform; + +uniform int type; + +void main() +{ + gl_Position = mvp * transform * position; + tex_coord = tex_coord_in; + mask_coord = mask_coord_in; + alpha_coord = alpha_coord_in; +#ifdef USE_VERTEX_COLORS + vertex_color = vertex_color_in / 255.0; +#endif +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/combinedVertexShader.glsl b/vcl/opengl/shaders/combinedVertexShader.glsl new file mode 100644 index 000000000..16fc4a942 --- /dev/null +++ b/vcl/opengl/shaders/combinedVertexShader.glsl @@ -0,0 +1,76 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec2 position; +attribute vec4 extrusion_vectors; +#ifdef USE_VERTEX_COLORS +attribute vec4 vertex_color_in; +#endif + +varying float fade_factor; // fade factor for anti-aliasing +varying float multiply; + +#ifdef USE_VERTEX_COLORS +varying vec4 vertex_color; +#endif + +uniform float line_width; +uniform float feather; // width where we fade the line + +uniform mat4 mvp; + +#define TYPE_NORMAL 0 +#define TYPE_LINE 1 + +uniform int type; + +void main() +{ + vec2 extrusion_vector = extrusion_vectors.xy; + + float render_thickness = 0.0; + + if (type == TYPE_LINE) + { + // miter factor to additionally lengthen the distance of vertex (needed for miter) + // if 1.0 - miter_factor has no effect + float miter_factor = 1.0 / abs(extrusion_vectors.z); + // fade factor is always -1.0 or 1.0 -> we transport that info together with length + fade_factor = sign(extrusion_vectors.z); +#ifdef USE_VERTEX_COLORS + float the_feather = (1.0 + sign(extrusion_vectors.w)) / 4.0; + float the_line_width = abs(extrusion_vectors.w); +#else + float the_feather = feather; + float the_line_width = line_width; +#endif + render_thickness = (the_line_width * miter_factor + the_feather * 2.0 * miter_factor); + + // Calculate the multiplier so we can transform the 0->1 fade factor + // to take feather and line width into account. + + float start = mix(0.0, (the_line_width / 2.0) - the_feather, the_feather * 2.0); + float end = mix(1.0, (the_line_width / 2.0) + the_feather, the_feather * 2.0); + + multiply = 1.0 / (1.0 - (start / end)); + } + + // lengthen the vertex in direction of the extrusion vector by line width. + vec4 final_position = vec4(position + (extrusion_vector * (render_thickness / 2.0) ), 0.0, 1.0); + + gl_Position = mvp * final_position; + +#ifdef USE_VERTEX_COLORS + vertex_color = vertex_color_in / 255.0; +#endif +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/convolutionFragmentShader.glsl b/vcl/opengl/shaders/convolutionFragmentShader.glsl new file mode 100644 index 000000000..4b2f316e0 --- /dev/null +++ b/vcl/opengl/shaders/convolutionFragmentShader.glsl @@ -0,0 +1,30 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +/* TODO Use textureOffset for newest version of GLSL */ + +#version 130 + +uniform sampler2D sampler; +uniform vec2 offsets[16]; +uniform float kernel[16]; + +varying vec2 tex_coord; + +void main(void) +{ + vec4 sum = texture2D(sampler, tex_coord.st) * kernel[0]; + for (int i = 1; i < 16; i++) { + sum += texture2D(sampler, tex_coord.st - offsets[i]) * kernel[i]; + sum += texture2D(sampler, tex_coord.st + offsets[i]) * kernel[i]; + } + gl_FragColor = sum; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/diffTextureFragmentShader.glsl b/vcl/opengl/shaders/diffTextureFragmentShader.glsl new file mode 100644 index 000000000..8c50ddf98 --- /dev/null +++ b/vcl/opengl/shaders/diffTextureFragmentShader.glsl @@ -0,0 +1,30 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +/*precision mediump float;*/ +varying vec2 tex_coord; +varying vec2 mask_coord; +uniform sampler2D texture; /* white background */ +uniform sampler2D mask; /* black background */ + +void main() +{ + float alpha; + vec4 texel0, texel1; + texel0 = texture2D(texture, tex_coord); + texel1 = texture2D(mask, mask_coord); + alpha = 1.0 - abs(texel0.r - texel1.r); + if(alpha > 0.0) + gl_FragColor = texel1 / alpha; + gl_FragColor.a = alpha; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/dumbVertexShader.glsl b/vcl/opengl/shaders/dumbVertexShader.glsl new file mode 100644 index 000000000..80341b614 --- /dev/null +++ b/vcl/opengl/shaders/dumbVertexShader.glsl @@ -0,0 +1,20 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec4 position; +uniform mat4 mvp; + +void main() { + gl_Position = mvp * position; +} + + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/greyscaleFragmentShader.glsl b/vcl/opengl/shaders/greyscaleFragmentShader.glsl new file mode 100644 index 000000000..c37f0d5df --- /dev/null +++ b/vcl/opengl/shaders/greyscaleFragmentShader.glsl @@ -0,0 +1,20 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying vec2 tex_coord; +uniform sampler2D sampler; + +void main() { + vec4 texel = texture2D(sampler, tex_coord); + gl_FragColor = vec4(vec3(dot(texel.rgb, vec3(0.301, 0.591, 0.108))), 1.0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/invert50FragmentShader.glsl b/vcl/opengl/shaders/invert50FragmentShader.glsl new file mode 100644 index 000000000..9222888f0 --- /dev/null +++ b/vcl/opengl/shaders/invert50FragmentShader.glsl @@ -0,0 +1,25 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +/*precision mediump float;*/ + +void main() { + vec2 tex_mod = mod(gl_FragCoord, 2).xy; + bool bLeft = (tex_mod.x > 0.0) && (tex_mod.x < 1.0); + bool bTop = (tex_mod.y > 0.0) && (tex_mod.y < 1.0); + // horrors - where is the XOR operator ? + if ((bTop && bLeft) || (!bTop && !bLeft)) + gl_FragColor = vec4(255,255,255,0); + else + gl_FragColor = vec4(0,0,0,0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/lineFragmentShader.glsl b/vcl/opengl/shaders/lineFragmentShader.glsl new file mode 100644 index 000000000..c49570be3 --- /dev/null +++ b/vcl/opengl/shaders/lineFragmentShader.glsl @@ -0,0 +1,38 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying float fade_factor; // 0->1 fade factor used for AA +uniform vec4 color; + +uniform float line_width; +uniform float feather; + +void main() +{ + float start = (line_width / 2.0) - feather; // where we start to apply alpha + float end = (line_width / 2.0) + feather; // where we end to apply alpha + + // Calculate the multiplier so we can transform the 0->1 fade factor + // to take feather and line width into account. + float multiplied = 1.0 / (1.0 - (start / end)); + + float dist = (1.0 - abs(fade_factor)) * multiplied; + + float alpha = clamp(dist, 0.0, 1.0); + + // modify the alpha channel only + vec4 result_color = color; + result_color.a = result_color.a * alpha; + + gl_FragColor = result_color; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/lineVertexShader.glsl b/vcl/opengl/shaders/lineVertexShader.glsl new file mode 100644 index 000000000..e26be78d0 --- /dev/null +++ b/vcl/opengl/shaders/lineVertexShader.glsl @@ -0,0 +1,37 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +attribute vec2 position; +attribute vec4 extrusion_vectors; + +varying float fade_factor; // fade factor for anti-aliasing + +uniform float line_width; +uniform float feather; // width where we fade the line + +uniform mat4 mvp; + +void main() +{ + vec2 extrusion_vector = extrusion_vectors.xy; + // miter factor to additionally lengthen the distance of vertex (needed for miter) + // if 1.0 - miter_factor has no effect + float miter_factor = 1.0f / abs(extrusion_vectors.z); + // fade factor is always -1.0 or 1.0 -> we transport that info together with length + fade_factor = sign(extrusion_vectors.z); + + float rendered_thickness = (line_width + feather * 2.0) * miter_factor; + + // lengthen the vertex in direction of the extrusion vector by line width. + vec4 position = vec4(position + (extrusion_vector * (rendered_thickness / 2.0) ), 0.0, 1.0); + + gl_Position = mvp * position; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/linearGradientFragmentShader.glsl b/vcl/opengl/shaders/linearGradientFragmentShader.glsl new file mode 100644 index 000000000..bd1137c16 --- /dev/null +++ b/vcl/opengl/shaders/linearGradientFragmentShader.glsl @@ -0,0 +1,23 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 120 + +uniform vec4 start_color; +uniform vec4 end_color; +uniform mat3x3 transform; +varying vec2 tex_coord; + +void main(void) +{ + gl_FragColor = mix(end_color, start_color, + clamp(tex_coord.t, 0.0, 1.0)); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/maskFragmentShader.glsl b/vcl/opengl/shaders/maskFragmentShader.glsl new file mode 100644 index 000000000..864869c89 --- /dev/null +++ b/vcl/opengl/shaders/maskFragmentShader.glsl @@ -0,0 +1,23 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying vec2 tex_coord; +uniform sampler2D sampler; +uniform vec4 color; + +void main() { + vec4 texel0; + texel0 = texture2D(sampler, tex_coord); + gl_FragColor = color; + gl_FragColor.a = 1.0 - texel0.r; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/maskedTextureFragmentShader.glsl b/vcl/opengl/shaders/maskedTextureFragmentShader.glsl new file mode 100644 index 000000000..31c793897 --- /dev/null +++ b/vcl/opengl/shaders/maskedTextureFragmentShader.glsl @@ -0,0 +1,27 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +/*precision mediump float;*/ +varying vec2 tex_coord; +varying vec2 mask_coord; +uniform sampler2D sampler; +uniform sampler2D mask; + +void main() +{ + vec4 texel0, texel1; + texel0 = texture2D(sampler, tex_coord); + texel1 = texture2D(mask, mask_coord); + gl_FragColor = texel0; + gl_FragColor.a = 1.0 - texel1.r; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/maskedTextureVertexShader.glsl b/vcl/opengl/shaders/maskedTextureVertexShader.glsl new file mode 100644 index 000000000..6b5f327da --- /dev/null +++ b/vcl/opengl/shaders/maskedTextureVertexShader.glsl @@ -0,0 +1,26 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec4 position; +attribute vec2 tex_coord_in; +attribute vec2 mask_coord_in; +varying vec2 tex_coord; +varying vec2 mask_coord; +uniform mat4 mvp; + +void main() +{ + gl_Position = mvp * position; + tex_coord = tex_coord_in; + mask_coord = mask_coord_in; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/radialGradientFragmentShader.glsl b/vcl/opengl/shaders/radialGradientFragmentShader.glsl new file mode 100644 index 000000000..94a86eb95 --- /dev/null +++ b/vcl/opengl/shaders/radialGradientFragmentShader.glsl @@ -0,0 +1,23 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 120 + +uniform vec4 start_color; +uniform vec4 end_color; +uniform vec2 center; +varying vec2 tex_coord; + +void main(void) +{ + gl_FragColor = mix(end_color, start_color, + clamp(distance(tex_coord, center), 0.0, 1.0)); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/replaceColorFragmentShader.glsl b/vcl/opengl/shaders/replaceColorFragmentShader.glsl new file mode 100644 index 000000000..24f6008e2 --- /dev/null +++ b/vcl/opengl/shaders/replaceColorFragmentShader.glsl @@ -0,0 +1,25 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +varying vec2 tex_coord; +uniform sampler2D sampler; +uniform vec4 search_color; +uniform vec4 replace_color; +uniform float epsilon; + +void main() { + vec4 texel = texture2D(sampler, tex_coord); + vec4 diff = clamp(abs(texel - search_color) - epsilon, 0.0, 1.0); + float bump = max(0.0, 1.0 - ceil(diff.x + diff.y + diff.z)); + gl_FragColor = texel + bump * (replace_color - search_color); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/solidFragmentShader.glsl b/vcl/opengl/shaders/solidFragmentShader.glsl new file mode 100644 index 000000000..b77e2578d --- /dev/null +++ b/vcl/opengl/shaders/solidFragmentShader.glsl @@ -0,0 +1,19 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +/*precision mediump float;*/ + +uniform vec4 color; +void main() { + gl_FragColor = color; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/textureFragmentShader.glsl b/vcl/opengl/shaders/textureFragmentShader.glsl new file mode 100644 index 000000000..b1fedcba5 --- /dev/null +++ b/vcl/opengl/shaders/textureFragmentShader.glsl @@ -0,0 +1,20 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +/* precision mediump float; */ +varying vec2 tex_coord; +uniform sampler2D sampler; + +void main() { + gl_FragColor = texture2D(sampler, tex_coord); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/textureVertexShader.glsl b/vcl/opengl/shaders/textureVertexShader.glsl new file mode 100644 index 000000000..7fbdcf1eb --- /dev/null +++ b/vcl/opengl/shaders/textureVertexShader.glsl @@ -0,0 +1,22 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec4 position; +attribute vec2 tex_coord_in; +varying vec2 tex_coord; +uniform mat4 mvp; + +void main() { + gl_Position = mvp * position; + tex_coord = tex_coord_in; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/shaders/transformedTextureVertexShader.glsl b/vcl/opengl/shaders/transformedTextureVertexShader.glsl new file mode 100644 index 000000000..3d67f78e0 --- /dev/null +++ b/vcl/opengl/shaders/transformedTextureVertexShader.glsl @@ -0,0 +1,28 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +#version 130 + +attribute vec4 position; +attribute vec2 tex_coord_in; +attribute vec2 mask_coord_in; +uniform vec2 viewport; +uniform mat4 transform; +uniform mat4 mvp; +varying vec2 tex_coord; +varying vec2 mask_coord; + +void main() { + vec4 pos = mvp * transform * position; + gl_Position = pos; + tex_coord = tex_coord_in; + mask_coord = mask_coord_in; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |