thorvg/src/renderer/gl_engine/tvgGlShaderSrc.cpp
2024-01-02 20:34:12 +09:00

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32 KiB
C++

/*
* Copyright (c) 2020 - 2024 the ThorVG project. 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(
layout(location = 0) in vec3 aLocation; \n
layout(std140) uniform Matrix { \n
mat4 transform; \n
} uMatrix; \n
out float vOpacity; \n
void main() \n
{ \n
gl_Position = \n
uMatrix.transform * vec4(aLocation.xy, 0.0, 1.0); \n
vOpacity = aLocation.z; \n
});
const char* COLOR_FRAG_SHADER = TVG_COMPOSE_SHADER(
layout(std140) uniform ColorInfo { \n
vec4 solidColor; \n
} uColorInfo; \n
in float vOpacity; \n
out vec4 FragColor; \n
void main() \n
{ \n
vec4 uColor = uColorInfo.solidColor; \n
FragColor = vec4(uColor.xyz, uColor.w*vOpacity); \n
});
const char* GRADIENT_VERT_SHADER = TVG_COMPOSE_SHADER(
layout(location = 0) in vec3 aLocation; \n
out float vOpacity; \n
out vec2 vPos; \n
layout(std140) uniform Matrix { \n
mat4 transform; \n
} uMatrix; \n
\n
void main() \n
{ \n
gl_Position = uMatrix.transform * vec4(aLocation.xy, 0.0, 1.0); \n
vOpacity = aLocation.z; \n
vPos = aLocation.xy; \n
});
std::string STR_GRADIENT_FRAG_COMMON_VARIABLES = TVG_COMPOSE_SHADER(
const int MAX_STOP_COUNT = 16; \n
in vec2 vPos; \n
in 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
float gradientStop(int index) \n
{ \n
if (index >= MAX_STOP_COUNT) index = MAX_STOP_COUNT - 1; \n
int i = index / 4; \n
int j = index % 4; \n
return uGradientInfo.stopPoints[i][j]; \n
} \n
\n
float gradientWrap(float d) \n
{ \n
int i = 1; \n
while (d > 1.0) { \n
d = d - 1.0; \n
i *= -1; \n
} \n
\n
if (i == 1) \n
return smoothstep(0.0, 1.0, d); \n
else \n
return smoothstep(1.0, 0.0, d); \n
} \n
\n
vec4 gradient(float t) \n
{ \n
vec4 col = vec4(0.0); \n
int i = 0; \n
int count = int(uGradientInfo.nStops[0]); \n
if (t <= gradientStop(0)) \n
{ \n
col += uGradientInfo.stopColors[0]; \n
} \n
else if (t >= gradientStop(count - 1)) \n
{ \n
col += uGradientInfo.stopColors[count - 1]; \n
} \n
else \n
{ \n
for (i = 0; i < count - 1; ++i) \n
{ \n
float stopi = gradientStop(i); \n
float stopi1 = gradientStop(i + 1); \n
if (t > stopi && t <stopi1) \n
{ \n
col += (uGradientInfo.stopColors[i] * (1. - gradientStep(stopi, stopi1, t))); \n
col += (uGradientInfo.stopColors[i + 1] * gradientStep(stopi, stopi1, t)); \n
break; \n
} \n
} \n
} \n
\n
return col; \n
} \n
\n
vec3 ScreenSpaceDither(vec2 vScreenPos) \n
{ \n
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(
layout(std140) uniform GradientInfo { \n
vec4 nStops; \n
vec2 gradStartPos; \n
vec2 gradEndPos; \n
vec4 stopPoints[MAX_STOP_COUNT / 4]; \n
vec4 stopColors[MAX_STOP_COUNT]; \n
} uGradientInfo ; \n
);
std::string STR_LINEAR_GRADIENT_MAIN = TVG_COMPOSE_SHADER(
out vec4 FragColor; \n
void main() \n
{ \n
vec2 pos = vPos; \n
vec2 st = uGradientInfo.gradStartPos; \n
vec2 ed = uGradientInfo.gradEndPos; \n
\n
vec2 ba = ed - st; \n
\n
float t = dot(pos - st, ba) / dot(ba, ba); \n
\n
t = gradientWrap(t); \n
\n
vec4 color = gradient(t); \n
\n
vec3 noise = 8.0 * uGradientInfo.nStops[1] * ScreenSpaceDither(pos); \n
vec4 finalCol = vec4(color.xyz + noise, color.w); \n
FragColor = vec4(finalCol.xyz, finalCol.w* vOpacity); \n
});
std::string STR_RADIAL_GRADIENT_VARIABLES = TVG_COMPOSE_SHADER(
layout(std140) uniform GradientInfo { \n
vec4 nStops; \n
vec2 centerPos; \n
vec2 radius; \n
vec4 stopPoints[MAX_STOP_COUNT / 4]; \n
vec4 stopColors[MAX_STOP_COUNT]; \n
} uGradientInfo ; \n
);
std::string STR_RADIAL_GRADIENT_MAIN = TVG_COMPOSE_SHADER(
out vec4 FragColor; \n
void main() \n
{ \n
vec2 pos = vPos; \n
\n
float ba = uGradientInfo.radius.x; \n
float d = distance(uGradientInfo.centerPos, pos); \n
d = (d / ba); \n
\n
float t = gradientWrap(d); \n
\n
vec4 color = gradient(t); \n
\n
vec3 noise = 8.0 * uGradientInfo.nStops[1] * ScreenSpaceDither(pos); \n
vec4 finalCol = vec4(color.xyz + noise, color.w); \n
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();
const char* IMAGE_VERT_SHADER = TVG_COMPOSE_SHADER(
layout (location = 0) in vec3 aLocation; \n
layout (location = 1) in vec2 aUV; \n
layout (std140) uniform Matrix { \n
mat4 transform; \n
} uMatrix; \n
\n
out float aOpacity; \n
out vec2 vUV; \n
\n
void main() { \n
aOpacity = aLocation.z; \n
vUV = aUV; \n
gl_Position = uMatrix.transform * vec4(aLocation.xy, 0.0, 1.0); \n
} \n
);
const char* IMAGE_FRAG_SHADER = TVG_COMPOSE_SHADER(
layout(std140) uniform ColorInfo { \n
int format; \n
int flipY; \n
int opacity; \n
int dummy; \n
} uColorInfo; \n
uniform sampler2D uTexture; \n
\n
in float aOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec2 uv = vUV; \n
if (uColorInfo.flipY == 1) { uv.y = 1.0 - uv.y; } \n
\n
vec4 color = texture(uTexture, uv); \n
vec4 result = color; \n
if (uColorInfo.format == 1) { /* FMT_ARGB8888 */ \n
result.r = color.b; \n
result.g = color.g; \n
result.b = color.r; \n
result.a = color.a; \n
} else if (uColorInfo.format == 2) { /* FMT_ABGR8888S */ \n
result = vec4(color.rgb * color.a, color.a); \n
} else if (uColorInfo.format == 3) { /* FMT_ARGB8888S */ \n
result.r = color.b * color.a; \n
result.g = color.g * color.a; \n
result.b = color.b * color.a; \n
result.a = color.a; \n
} \n
float opacity = float(uColorInfo.opacity) / 255.0; \n
FragColor = vec4(result.rgb, result.a * opacity * aOpacity); \n
} \n
);
const char* MASK_VERT_SHADER = TVG_COMPOSE_SHADER(
layout(location = 0) in vec3 aLocation; \n
layout(location = 1) in vec2 aUV; \n
\n
out float vOpacity; \n
out vec2 vUV; \n
\n
void main() { \n
vUV = aUV; \n
vOpacity = aLocation.z; \n
\n
gl_Position = vec4(aLocation.xy, 0.0, 1.0); \n
} \n
);
const char* MASK_ALPHA_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
FragColor = vec4(srcColor.rgb, \n
srcColor.a * maskColor.a * vOpacity); \n
} \n
);
const char* MASK_INV_ALPHA_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
FragColor = vec4(srcColor.rgb, \n
srcColor.a * (1.0 - maskColor.a) * vOpacity); \n
} \n
);
const char* MASK_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
FragColor = srcColor * vOpacity * (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b); \n
} \n
);
const char* MASK_INV_LUMA_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
float luma = (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b); \n
FragColor = srcColor * vOpacity * (1.0 - luma); \n
} \n
);
const char* MASK_ADD_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
vec4 color = srcColor + maskColor * (1.0 - srcColor.a); \n
\n
FragColor = min(color, vec4(1.0, 1.0, 1.0, 1.0 * vOpacity)) ; \n
} \n
);
const char* MASK_SUB_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
float a = srcColor.a - maskColor.a; \n
\n
if (a <= 0.0) { \n
FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n
} else { \n
FragColor = vec4(srcColor.rgb, srcColor.a * vOpacity * a); \n
} \n
} \n
);
const char* MASK_INTERSECT_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
float intAlpha = srcColor.a * maskColor.a; \n
\n
FragColor = vec4(maskColor.rgb, maskColor.a * vOpacity * intAlpha); \n
} \n
);
const char* MASK_DIFF_FRAG_SHADER = TVG_COMPOSE_SHADER(
uniform sampler2D uSrcTexture; \n
uniform sampler2D uMaskTexture; \n
\n
in float vOpacity; \n
in vec2 vUV; \n
\n
out vec4 FragColor; \n
\n
void main() { \n
vec4 srcColor = texture(uSrcTexture, vUV); \n
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
float da = srcColor.a - maskColor.a; \n
\n
if (da == 0.0) { \n
FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n
} else if (da > 0.0) { \n
FragColor = vec4(srcColor.rgb, srcColor.a * da * vOpacity); \n
} else { \n
FragColor = vec4(maskColor.rgb, maskColor.a * (-da) * vOpacity);\n
} \n
} \n
);