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#version 440
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec4 vertexTexCoord;
layout(location = 2) in vec4 vertexTexCoordDerivative; // (du/dx, dv/dx) in local coords
layout(location = 3) in vec2 normalVector;
layout(location = 0) out vec4 qt_TexCoord;
// Calculated (du/dx, dv/du) in view space. Only calculated for !USE_DERIVATIVES.
layout(location = 1) out vec4 texCoordDerivative;
#if defined(LINEARGRADIENT)
layout(location = 2) out float gradTabIndex;
#elif defined(RADIALGRADIENT) || defined(CONICALGRADIENT)
layout(location = 2) out vec2 coord;
#elif defined(TEXTUREFILL)
layout(location = 2) out vec2 textureCoord;
#endif
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 qt_Matrix[QSHADER_VIEW_COUNT];
#else
mat4 qt_Matrix;
#endif
float matrixScale;
float opacity;
float debug;
float reserved3;
#if defined(LINEARGRADIENT) || defined(RADIALGRADIENT) || defined(CONICALGRADIENT) || defined(TEXTUREFILL)
mat4 gradientMatrix;
#endif
#if defined(LINEARGRADIENT)
vec2 gradientStart;
vec2 gradientEnd;
#elif defined(RADIALGRADIENT)
vec2 translationPoint;
vec2 focalToCenter;
float centerRadius;
float focalRadius;
#elif defined(CONICALGRADIENT)
vec2 translationPoint;
float angle;
#elif defined(TEXTUREFILL)
vec2 boundsSize;
#else
vec4 color;
#endif
} ubuf;
#define SQRT2 1.41421356237
vec4 addOffset(vec4 texCoord, vec2 offset, vec4 duvdxy)
{
float dudx = duvdxy.x;
float dvdx = duvdxy.y;
float dudy = duvdxy.z;
float dvdy = duvdxy.w;
float u = offset.x * dudx + offset.y * dudy;
float v = offset.x * dvdx + offset.y * dvdy;
// special case external triangles for concave curves
int specialCase = int(texCoord.z > 0) * (int(offset.x != 0) + int(offset.y != 0));
return vec4(texCoord.x + u, texCoord.y + v, texCoord.z, float(specialCase));
}
void main()
{
vec2 offset = normalVector * SQRT2/ubuf.matrixScale;
qt_TexCoord = addOffset(vertexTexCoord, offset, vertexTexCoordDerivative);
#if !defined(USE_DERIVATIVES)
// We get the UV derivative in local coordinates and convert these to view space
// by multiplying 1/matrixScale (i.e. scaling the denominator of the derivative)
texCoordDerivative = vertexTexCoordDerivative / ubuf.matrixScale;
#endif
#if defined(LINEARGRADIENT) || defined(RADIALGRADIENT) || defined(CONICALGRADIENT) || defined(TEXTUREFILL)
vec2 gradVertexCoord = (ubuf.gradientMatrix * vertexCoord).xy;
#endif
#if defined(LINEARGRADIENT)
vec2 gradVec = ubuf.gradientEnd - ubuf.gradientStart;
gradTabIndex = dot(gradVec, gradVertexCoord - ubuf.gradientStart) / dot(gradVec, gradVec);
#elif defined(RADIALGRADIENT) || defined(CONICALGRADIENT)
coord = gradVertexCoord - ubuf.translationPoint;
#elif defined(TEXTUREFILL)
textureCoord = vec2(gradVertexCoord.x / ubuf.boundsSize.x,
gradVertexCoord.y / ubuf.boundsSize.y);
#endif
#if QSHADER_VIEW_COUNT >= 2
gl_Position = ubuf.qt_Matrix[gl_ViewIndex] * (vertexCoord + vec4(offset, 0, 0));
#else
gl_Position = ubuf.qt_Matrix * (vertexCoord + vec4(offset, 0, 0));
#endif
}