thorvg/src/lib/gl_engine/tvgGlShaderSrc.cpp
2020-12-30 13:25:38 +09:00

183 lines
13 KiB
C++

/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <string>
#include "tvgGlShaderSrc.h"
#define TVG_COMPOSE_SHADER(shader) #shader
const char* COLOR_VERT_SHADER = TVG_COMPOSE_SHADER(
attribute mediump vec4 aLocation; \n
uniform highp mat4 uTransform; \n
varying highp float vOpacity; \n
void main() \n
{ \n
gl_Position = uTransform * vec4(aLocation.xy, 0.0, 1.0); \n
vOpacity = aLocation.z; \n
});
const char* COLOR_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform highp vec4 uColor; \n
varying highp float vOpacity; \n
void main() \n
{ \n
gl_FragColor = vec4(uColor.xyz, uColor.w*vOpacity); \n
});
const char* GRADIENT_VERT_SHADER = TVG_COMPOSE_SHADER(
attribute highp vec4 aLocation; \n
varying highp float vOpacity; \n
varying highp vec2 vPos; \n
uniform highp mat4 uTransform; \n
\n
void main() \n
{ \n
gl_Position = uTransform * vec4(aLocation.xy, 0.0, 1.0); \n
vOpacity = aLocation.z; \n
vPos = vec2((aLocation.x + 1.0) / 2.0, ((-1.0 * aLocation.y) +1.0) / 2.0); \n
});
std::string STR_GRADIENT_FRAG_COMMON_VARIABLES = TVG_COMPOSE_SHADER(
precision highp float; \n
const int MAX_STOP_COUNT = 4; \n
uniform highp vec2 uSize; \n
uniform highp vec2 uCanvasSize; \n
uniform float nStops; \n
uniform float noise_level; \n
uniform float stopPoints[MAX_STOP_COUNT]; \n
uniform vec4 stopColors[MAX_STOP_COUNT]; \n
varying highp vec2 vPos; \n
varying highp float vOpacity; \n
);
std::string STR_GRADIENT_FRAG_COMMON_FUNCTIONS = TVG_COMPOSE_SHADER(
float gradientStep(float edge0, float edge1, float x) \n
{ \n
// linear \n
x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); \n
return x; \n
} \n
\n
vec4 gradient(float t) \n
{ \n
vec4 col = vec4(0.0); \n
int i = 0; \n
int count = int(nStops); \n
if (t <= stopPoints[0]) \n
{ \n
col += stopColors[0]; \n
} \n
else if (t >= stopPoints[count - 1]) \n
{ \n
col += stopColors[count - 1]; \n
} \n
else \n
{ \n
for (i = 0; i < count - 1; ++i) \n
{ \n
if (t > stopPoints[i] && t < stopPoints[i + 1]) \n
{ \n
col += (stopColors[i] * (1. - gradientStep(stopPoints[i], stopPoints[i + 1], t))); \n
col += (stopColors[i + 1] * gradientStep(stopPoints[i], stopPoints[i + 1], t)); \n
break; \n
} \n
} \n
} \n
\n
return col; \n
} \n
\n
highp vec3 ScreenSpaceDither(vec2 vScreenPos) \n
{ \n
highp vec3 vDither = vec3(dot(vec2(171.0, 231.0), vScreenPos.xy)); \n
vDither.rgb = fract(vDither.rgb / vec3(103.0, 71.0, 97.0)); \n
return vDither.rgb / 255.0; \n
});
std::string STR_LINEAR_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER(
uniform highp vec2 gradStartPos; \n
uniform highp vec2 gradEndPos; \n
);
std::string STR_LINEAR_GRADIENT_MAIN = TVG_COMPOSE_SHADER(
void main() \n
{ \n
highp vec2 pos = vec2(vPos.x * uCanvasSize.x, vPos.y * uCanvasSize.y); \n
highp vec2 spos = vec2(pos.x / uSize.x, pos.y / uSize.y); \n
highp vec2 st = gradStartPos / (uSize.xy); \n
highp vec2 ed = gradEndPos / (uSize.xy); \n
\n
highp vec2 ba = ed - st; \n
\n
highp float t = dot(spos - st, ba) / dot(ba, ba); \n
\n
//t = smoothstep(0.0, 1.0, clamp(t, 0.0, 1.0)); \n
t = clamp(t, 0.0, 1.0); \n
\n
vec4 color = gradient(t); \n
\n
highp vec3 noise = 8.0 * noise_level * ScreenSpaceDither(pos); \n
vec4 finalCol = vec4(color.xyz + noise, color.w); \n
gl_FragColor = vec4(finalCol.xyz, finalCol.w* vOpacity); \n
});
std::string STR_RADIAL_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER(
uniform highp vec2 gradStartPos; \n
uniform highp float stRadius; \n
);
std::string STR_RADIAL_GRADIENT_MAIN = TVG_COMPOSE_SHADER(
void main() \n
{ \n
highp vec2 pos = vec2(vPos.x * uCanvasSize.x, vPos.y * uCanvasSize.y); \n
highp vec2 spos = vec2(pos.x / uSize.x, pos.y / uSize.y); \n
\n
highp float ba = stRadius; \n
highp float d = distance(gradStartPos, pos); \n
d = (d / ba); \n
\n
//float t = smoothstep(0.0, 1.0, clamp(d, 0.0, 1.0)); \n
float t = clamp(d, 0.0, 1.0); \n
\n
vec4 color = gradient(t); \n
\n
highp vec3 noise = 8.0 * noise_level * ScreenSpaceDither(pos); \n
vec4 finalCol = vec4(color.xyz + noise, color.w); \n
gl_FragColor = vec4(finalCol.xyz, finalCol.w * vOpacity); \n
});
std::string STR_LINEAR_GRADIENT_FRAG_SHADER =
STR_GRADIENT_FRAG_COMMON_VARIABLES +
STR_LINEAR_GRADIENT_VARIABLES +
STR_GRADIENT_FRAG_COMMON_FUNCTIONS +
STR_LINEAR_GRADIENT_MAIN;
const char* LINEAR_GRADIENT_FRAG_SHADER = STR_LINEAR_GRADIENT_FRAG_SHADER.c_str();
std::string STR_RADIAL_GRADIENT_FRAG_SHADER =
STR_GRADIENT_FRAG_COMMON_VARIABLES +
STR_RADIAL_GRADIENT_VARIABLES +
STR_GRADIENT_FRAG_COMMON_FUNCTIONS +
STR_RADIAL_GRADIENT_MAIN;
const char* RADIAL_GRADIENT_FRAG_SHADER = STR_RADIAL_GRADIENT_FRAG_SHADER.c_str();