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-rw-r--r--vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl87
-rw-r--r--vcl/opengl/shaders/areaScaleFastFragmentShader.glsl59
-rw-r--r--vcl/opengl/shaders/areaScaleFragmentShader.glsl239
-rw-r--r--vcl/opengl/shaders/blendedTextureFragmentShader.glsl33
-rw-r--r--vcl/opengl/shaders/blendedTextureVertexShader.glsl28
-rw-r--r--vcl/opengl/shaders/combinedFragmentShader.glsl44
-rw-r--r--vcl/opengl/shaders/combinedTextureFragmentShader.glsl73
-rw-r--r--vcl/opengl/shaders/combinedTextureVertexShader.glsl43
-rw-r--r--vcl/opengl/shaders/combinedVertexShader.glsl76
-rw-r--r--vcl/opengl/shaders/convolutionFragmentShader.glsl30
-rw-r--r--vcl/opengl/shaders/diffTextureFragmentShader.glsl30
-rw-r--r--vcl/opengl/shaders/dumbVertexShader.glsl20
-rw-r--r--vcl/opengl/shaders/greyscaleFragmentShader.glsl20
-rw-r--r--vcl/opengl/shaders/invert50FragmentShader.glsl25
-rw-r--r--vcl/opengl/shaders/lineFragmentShader.glsl38
-rw-r--r--vcl/opengl/shaders/lineVertexShader.glsl37
-rw-r--r--vcl/opengl/shaders/linearGradientFragmentShader.glsl23
-rw-r--r--vcl/opengl/shaders/maskFragmentShader.glsl23
-rw-r--r--vcl/opengl/shaders/maskedTextureFragmentShader.glsl27
-rw-r--r--vcl/opengl/shaders/maskedTextureVertexShader.glsl26
-rw-r--r--vcl/opengl/shaders/radialGradientFragmentShader.glsl23
-rw-r--r--vcl/opengl/shaders/replaceColorFragmentShader.glsl25
-rw-r--r--vcl/opengl/shaders/solidFragmentShader.glsl19
-rw-r--r--vcl/opengl/shaders/textureFragmentShader.glsl20
-rw-r--r--vcl/opengl/shaders/textureVertexShader.glsl22
-rw-r--r--vcl/opengl/shaders/transformedTextureVertexShader.glsl28
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: */