Upgrade shaders from GLSL 110 to 150 (OpenGL 3.2)

This commit is contained in:
Simran Brucherseifer
2020-04-22 11:28:33 +02:00
parent 26b928597c
commit 5da9848de7
14 changed files with 208 additions and 174 deletions
+8 -6
View File
@@ -133,7 +133,7 @@ QString MathNode::ShaderFragmentCode(const NodeValueDatabase &input) const
NodeParam* tex_in = (type_a == NodeParam::kTexture) ? param_a_in_ : param_b_in_;
NodeParam* mat_in = (type_a == NodeParam::kTexture) ? param_b_in_ : param_a_in_;
operation = QStringLiteral("texture2D(%1, (vec4(ove_texcoord, 0.0, 1.0) * %2).xy)").arg(tex_in->id(), mat_in->id());
operation = QStringLiteral("texture(%1, (vec4(ove_texcoord, 0.0, 1.0) * %2).xy)").arg(tex_in->id(), mat_in->id());
} else {
switch (GetOperation()) {
@@ -158,15 +158,17 @@ QString MathNode::ShaderFragmentCode(const NodeValueDatabase &input) const
GetShaderVariableCall(param_b_in_->id(), type_b));
}
return QStringLiteral("#version 110\n"
"\n"
"varying vec2 ove_texcoord;\n"
return QStringLiteral("#version 150\n"
"\n"
"uniform %1 %3;\n"
"uniform %2 %4;\n"
"\n"
"in vec2 ove_texcoord;\n"
"\n"
"out vec4 fragColor;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = %5;\n"
" fragColor = %5;\n"
"}\n").arg(GetShaderUniformType(type_a),
GetShaderUniformType(type_b),
param_a_in_->id(),
@@ -397,7 +399,7 @@ QString MathNode::GetShaderUniformType(const NodeParam::DataType &type)
QString MathNode::GetShaderVariableCall(const QString &input_id, const NodeParam::DataType &type, const QString& coord_op)
{
if (type == NodeParam::kTexture) {
return QStringLiteral("texture2D(%1, ove_texcoord%2)").arg(input_id, coord_op);
return QStringLiteral("texture(%1, ove_texcoord%2)").arg(input_id, coord_op);
}
return input_id;
+14 -11
View File
@@ -152,7 +152,7 @@ OpenGLShaderPtr OpenGLShader::CreateOCIO(QOpenGLContext* ctx,
QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QString &shader_code)
{
QString frag_code = QStringLiteral("#version 110\n"
QString frag_code = QStringLiteral("#version 150\n"
"\n"
"#ifdef GL_ES\n"
"precision highp int;\n"
@@ -162,7 +162,10 @@ QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QS
"uniform sampler2D ove_maintex;\n"
"uniform bool color_only;\n"
"uniform vec4 color_only_color;\n"
"varying vec2 ove_texcoord;\n"
"\n"
"in vec2 ove_texcoord;\n"
"\n"
"out vec4 fragColor;\n"
"\n");
// Finish the function with the main function
@@ -175,10 +178,10 @@ QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QS
frag_code.append(QStringLiteral("\n"
"void main() {\n"
" if (color_only) {\n"
" gl_FragColor = color_only_color;"
" fragColor = color_only_color;"
" } else {\n"
" vec4 color = texture2D(ove_maintex, ove_texcoord);\n"
" gl_FragColor = color;\n"
" vec4 color = texture(ove_maintex, ove_texcoord);\n"
" fragColor = color;\n"
" }\n"
"}\n"));
@@ -193,8 +196,8 @@ QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QS
frag_code.append(QStringLiteral("\n"
"void main() {\n"
" vec4 color = %1(texture2D(ove_maintex, ove_texcoord));\n"
" gl_FragColor = color;\n"
" vec4 color = %1(texture(ove_maintex, ove_texcoord));\n"
" fragColor = color;\n"
"}\n").arg(function_name));
}
@@ -205,7 +208,7 @@ QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QS
QString OpenGLShader::CodeDefaultVertex()
{
// Generate vertex shader
return QStringLiteral("#version 110\n"
return QStringLiteral("#version 150\n"
"\n"
"#ifdef GL_ES\n"
"precision highp int;\n"
@@ -214,10 +217,10 @@ QString OpenGLShader::CodeDefaultVertex()
"\n"
"uniform mat4 ove_mvpmat;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"in vec4 a_position;\n"
"in vec2 a_texcoord;\n"
"\n"
"varying vec2 ove_texcoord;\n"
"out vec2 ove_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = ove_mvpmat * a_position;\n"
+11 -9
View File
@@ -1,33 +1,35 @@
#version 110
varying vec2 ove_texcoord;
#version 150
uniform sampler2D base_in;
uniform sampler2D blend_in;
uniform bool base_in_enabled;
uniform bool blend_in_enabled;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec4 base_col = texture2D(base_in, ove_texcoord);
vec4 blend_col = texture2D(blend_in, ove_texcoord);
vec4 base_col = texture(base_in, ove_texcoord);
vec4 blend_col = texture(blend_in, ove_texcoord);
if (!base_in_enabled && !blend_in_enabled) {
gl_FragColor = vec4(0.0);
fragColor = vec4(0.0);
return;
}
if (!base_in_enabled) {
gl_FragColor = blend_col;
fragColor = blend_col;
return;
}
if (!blend_in_enabled) {
gl_FragColor = base_col;
fragColor = base_col;
return;
}
base_col *= 1.0 - blend_col.a;
base_col += blend_col;
gl_FragColor = base_col;
fragColor = base_col;
}
+16 -13
View File
@@ -1,8 +1,4 @@
#version 110
uniform vec2 ove_resolution;
varying vec2 ove_texcoord;
uniform int ove_iteration;
#version 150
uniform sampler2D tex_in;
uniform int method_in;
@@ -11,6 +7,13 @@ uniform bool horiz_in;
uniform bool vert_in;
uniform bool repeat_edge_pixels_in;
uniform vec2 ove_resolution;
uniform int ove_iteration;
in vec2 ove_texcoord;
out vec4 fragColor;
// Gaussian function uses PI
#define M_PI 3.1415926535897932384626433832795
@@ -33,7 +36,7 @@ void main(void) {
if (radius_in == 0.0
|| (ove_iteration == 0 && !horiz_in)
|| (ove_iteration == 1 && !vert_in)) {
gl_FragColor = texture2D(tex_in, ove_texcoord);
fragColor = texture(tex_in, ove_texcoord);
return;
}
@@ -58,26 +61,26 @@ void main(void) {
// Use gaussian formula to calculate the weight of all pixels
divider = 0.0;
for (float i=-real_radius+0.5;i<=real_radius;i+=2.0) {
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
divider += gaussian2(i, 0.0, sigma);
}
}
for (float i=-real_radius+0.5;i<=real_radius;i+=2.0) {
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
float weight;
if (method_in == METHOD_BOX_BLUR) {
weight = divider;
} else if (method_in == METHOD_GAUSSIAN_BLUR) {
weight = gaussian2(i, 0.0, sigma)/divider;
weight = gaussian2(i, 0.0, sigma) / divider;
}
vec2 pixel_coord = ove_texcoord;
if (ove_iteration == 0) {
pixel_coord.x += i/ove_resolution.x;
pixel_coord.x += i / ove_resolution.x;
} else if (ove_iteration == 1) {
pixel_coord.y += i/ove_resolution.y;
pixel_coord.y += i / ove_resolution.y;
}
if (repeat_edge_pixels_in
@@ -85,9 +88,9 @@ void main(void) {
&& pixel_coord.x < 1.0
&& pixel_coord.y >= 0.0
&& pixel_coord.y < 1.0)) {
composite += texture2D(tex_in, pixel_coord) * weight;
composite += texture(tex_in, pixel_coord) * weight;
}
}
gl_FragColor = composite;
fragColor = composite;
}
+9 -6
View File
@@ -1,14 +1,17 @@
#version 110
// Standard inputs
uniform vec2 ove_resolution;
varying vec2 ove_texcoord;
#version 150
// Inputs
uniform int orientation;
uniform vec3 color_a;
uniform vec3 color_b;
// Standard inputs
uniform vec2 ove_resolution;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
float t;
@@ -21,5 +24,5 @@ void main(void) {
t = 1.0 - ove_texcoord.y;
}
gl_FragColor = vec4(mix(color_a, color_b, t), 1.0);
fragColor = vec4(mix(color_a, color_b, t), 1.0);
}
+10 -7
View File
@@ -1,12 +1,15 @@
#version 110
// Standard inputs
uniform vec2 ove_resolution;
varying vec2 ove_texcoord;
#version 150
// Custom inputs
uniform float hsv_value;
// Standard inputs
uniform vec2 ove_resolution;
in vec2 ove_texcoord;
out vec4 fragColor;
// Color wheel uses PI
#define M_PI 3.1415926535897932384626433832795
@@ -84,8 +87,8 @@ void main(void) {
float pixel_dist = (pixel_radius / radius) * dist;
float alpha = min((pixel_radius - pixel_dist), 1.0);
gl_FragColor = vec4(hsv_to_rgb(hue, sat, hsv_value), alpha);
fragColor = vec4(hsv_to_rgb(hue, sat, hsv_value), alpha);
} else {
gl_FragColor = vec4(0.0);
fragColor = vec4(0.0);
}
}
+8 -6
View File
@@ -1,6 +1,4 @@
#version 110
varying vec2 ove_texcoord;
#version 150
uniform sampler2D out_block_in;
uniform sampler2D in_block_in;
@@ -9,17 +7,21 @@ uniform bool in_block_in_enabled;
uniform float ove_tprog_all;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec4 composite = vec4(0.0);
if (out_block_in_enabled) {
composite += texture2D(out_block_in, ove_texcoord) * (1.0 - ove_tprog_all);
composite += texture(out_block_in, ove_texcoord) * (1.0 - ove_tprog_all);
}
if (in_block_in_enabled) {
vec4 in_block_col = texture2D(in_block_in, ove_texcoord) * ove_tprog_all;
vec4 in_block_col = texture(in_block_in, ove_texcoord) * ove_tprog_all;
composite += in_block_col;
}
gl_FragColor = composite;
fragColor = composite;
}
+8 -6
View File
@@ -1,6 +1,4 @@
#version 110
varying vec2 ove_texcoord;
#version 150
uniform sampler2D out_block_in;
uniform sampler2D in_block_in;
@@ -10,21 +8,25 @@ uniform bool in_block_in_enabled;
uniform float ove_tprog_out;
uniform float ove_tprog_in;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec4 out_block_col;
vec4 in_block_col;
if (out_block_in_enabled) {
out_block_col = texture2D(out_block_in, ove_texcoord) * pow(ove_tprog_out, 2.0);
out_block_col = texture(out_block_in, ove_texcoord) * pow(ove_tprog_out, 2.0);
} else {
out_block_col = vec4(0.0);
}
if (in_block_in_enabled) {
in_block_col = texture2D(in_block_in, ove_texcoord) * pow(ove_tprog_in, 2.0);
in_block_col = texture(in_block_in, ove_texcoord) * pow(ove_tprog_in, 2.0);
} else {
in_block_col = vec4(0.0);
}
gl_FragColor = out_block_col + in_block_col;
fragColor = out_block_col + in_block_col;
}
+16 -13
View File
@@ -1,10 +1,7 @@
#version 110
#version 150
#define M_PI 3.1415926535897932384626433832795
uniform vec2 ove_resolution;
varying vec2 ove_texcoord;
uniform sampler2D tex_in;
uniform vec3 color_in;
uniform float softness_in;
@@ -12,9 +9,15 @@ uniform float opacity_in;
uniform float distance_in;
uniform float direction_in;
uniform vec2 ove_resolution;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
// Use pythagoras with the distance (hypotenuse) to find the shadow offset
float direction_radians = direction_in * (M_PI/180.0);
float direction_radians = direction_in * (M_PI / 180.0);
float opposite = sin(direction_radians) * distance_in;
float adjacent = cos(direction_radians) * distance_in;
@@ -32,28 +35,28 @@ void main(void) {
float divider = 1.0 / pow(softness_in, 2.0);
shadow_alpha = 0.0;
for (float x=-radius+0.5;x<=radius;x+=2.0) {
for (float y=-radius+0.5;y<=radius;y+=2.0) {
for (float x = -radius + 0.5; x <= radius; x += 2.0) {
for (float y = -radius + 0.5; y <= radius; y += 2.0) {
vec2 pixel_coord = ove_texcoord - angle;
pixel_coord.x += x/ove_resolution.x;
pixel_coord.y += y/ove_resolution.y;
vec4 pixel_color = texture2D(tex_in, pixel_coord);
pixel_coord.x += x / ove_resolution.x;
pixel_coord.y += y / ove_resolution.y;
vec4 pixel_color = texture(tex_in, pixel_coord);
shadow_alpha += pixel_color.a * divider;
}
}
} else {
// Perfectly hard shadow
vec4 src_color = texture2D(tex_in, ove_texcoord - angle);
vec4 src_color = texture(tex_in, ove_texcoord - angle);
shadow_alpha = src_color.a;
}
vec4 shadow_px = vec4(color_in, shadow_alpha * opacity_in * 0.01);
// Get current pixel and perform an alpha over for it over the shadow we've made
vec4 dst_color = texture2D(tex_in, ove_texcoord);
vec4 dst_color = texture(tex_in, ove_texcoord);
shadow_px *= (1.0 - dst_color.a);
shadow_px += dst_color;
gl_FragColor = shadow_px;
fragColor = shadow_px;
}
+12 -9
View File
@@ -1,29 +1,32 @@
// Adapted from "RGB Waveform" by lebek
// https://www.shadertoy.com/view/4dK3Wc
#version 110
#version 150
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
varying vec2 ove_texcoord;
uniform float threshold;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec3 col = vec3(0.0);
float s = ove_texcoord.y*1.8 - 0.15;
float maxb = s+threshold;
float minb = s-threshold;
float s = ove_texcoord.y * 1.8 - 0.15;
float maxb = s + threshold;
float minb = s - threshold;
int y_lim = int(ove_resolution.y);
for (int i = 0; i < y_lim; i++) {
vec3 x = texture2D(ove_maintex, vec2(ove_texcoord.x, float(i)/float(ove_resolution.y))).rgb;
col += step(x, vec3(maxb))*step(vec3(minb), x) / (ove_resolution.y * 0.125);
vec3 x = texture(ove_maintex, vec2(ove_texcoord.x, float(i) / float(ove_resolution.y))).rgb;
col += step(x, vec3(maxb)) * step(vec3(minb), x) / (ove_resolution.y * 0.125);
float l = dot(x, x);
col += step(l, maxb*maxb)*step(minb*minb, l) / (ove_resolution.y * 0.125);
col += step(l, maxb * maxb) * step(minb * minb, l) / (ove_resolution.y * 0.125);
}
gl_FragColor = vec4(col, 1.0);
fragColor = vec4(col, 1.0);
}
+4 -2
View File
@@ -1,7 +1,9 @@
#version 110
#version 150
uniform vec4 color_in;
out vec4 fragColor;
void main(void) {
gl_FragColor = color_in;
fragColor = color_in;
}
+13 -10
View File
@@ -1,9 +1,4 @@
#version 110
// Standard inputs
uniform vec2 ove_resolution;
varying vec2 ove_texcoord;
uniform int ove_iteration;
#version 150
// Node parameter inputs
uniform sampler2D tex_in;
@@ -12,8 +7,16 @@ uniform float radius_in;
uniform float opacity_in;
uniform bool inner_in;
// Standard inputs
uniform vec2 ove_resolution;
uniform int ove_iteration;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec4 pixel_here = texture2D(tex_in, ove_texcoord);
vec4 pixel_here = texture(tex_in, ove_texcoord);
// Detect no-op situations
if (radius_in == 0.0
@@ -21,7 +24,7 @@ void main(void) {
|| (inner_in && pixel_here.a == 0.0)
|| (!inner_in && pixel_here.a == 1.0)) {
// No-op, do nothing
gl_FragColor = pixel_here;
fragColor = pixel_here;
return;
}
@@ -38,7 +41,7 @@ void main(void) {
if (abs(length(vec2(i, j))) < radius) {
// Get pixel here
float alpha = texture2D(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
float alpha = texture(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
if (inner_in) {
alpha = 1.0 - alpha;
@@ -76,5 +79,5 @@ void main(void) {
stroke_col = stroke_col * (1.0 - pixel_here.a) + pixel_here;
}
gl_FragColor = stroke_col;
fragColor = stroke_col;
}
+6 -3
View File
@@ -1,8 +1,11 @@
#version 110
#version 150
varying vec2 ove_texcoord;
uniform sampler2D footage_in;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
gl_FragColor = texture2D(footage_in, ove_texcoord);
fragColor = texture(footage_in, ove_texcoord);
}
+7 -7
View File
@@ -1,15 +1,15 @@
#version 110
#version 150
uniform mat4 matrix_in;
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 ove_texcoord;
uniform vec2 footage_in_resolution;
uniform vec2 ove_resolution;
in vec4 a_position;
in vec2 a_texcoord;
out vec2 ove_texcoord;
mat4 scale_mat4(vec3 scale) {
return mat4(
scale.x, 0.0, 0.0, 0.0,
@@ -24,7 +24,7 @@ void main() {
mat4 transform = mat4(1.0);
// Scale to square
transform *= scale_mat4(vec3(1.0/ove_resolution, 1.0));
transform *= scale_mat4(vec3(1.0 / ove_resolution, 1.0));
// Multiply by received matrix
transform *= matrix_in;