diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 33 |
1 files changed, 0 insertions, 33 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 8ae86d333c..6bcf010b30 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -401,39 +401,6 @@ static const char* const qglslMaskFragmentShader = "\ return src * mask.a; \ }"; -// For source over with subpixel antialiasing, the final color is calculated per component as follows -// (.a is alpha component, .c is red, green or blue component): -// alpha = src.a * mask.c * opacity -// dest.c = dest.c * (1 - alpha) + src.c * alpha -// -// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color -// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one -// -// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color - -// For source composition with subpixel antialiasing, the final color is calculated per component as follows: -// alpha = src.a * mask.c * opacity -// dest.c = dest.c * (1 - mask.c) + src.c * alpha -// - -static const char* const qglslRgbMaskFragmentShaderPass1 = "\ - varying highp vec2 textureCoords;\ - uniform lowp sampler2D maskTexture;\ - lowp vec4 applyMask(lowp vec4 src) \ - {\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \ - return src.a * mask; \ - }"; - -static const char* const qglslRgbMaskFragmentShaderPass2 = "\ - varying highp vec2 textureCoords;\ - uniform lowp sampler2D maskTexture;\ - lowp vec4 applyMask(lowp vec4 src) \ - {\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \ - return src * mask; \ - }"; - /* Left to implement: RgbMaskFragmentShader, |