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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:51:28 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:51:28 +0000
commit940b4d1848e8c70ab7642901a68594e8016caffc (patch)
treeeb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /slideshow/opengl/vortexFragmentShader.glsl
parentInitial commit. (diff)
downloadlibreoffice-upstream.tar.xz
libreoffice-upstream.zip
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'slideshow/opengl/vortexFragmentShader.glsl')
-rw-r--r--slideshow/opengl/vortexFragmentShader.glsl68
1 files changed, 68 insertions, 0 deletions
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
new file mode 100644
index 000000000..6bcdfc5da
--- /dev/null
+++ b/slideshow/opengl/vortexFragmentShader.glsl
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+/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ */
+
+#version 150
+
+uniform sampler2D slideTexture;
+uniform sampler2D leavingShadowTexture;
+uniform sampler2D enteringShadowTexture;
+
+in vec2 v_texturePosition;
+in vec3 v_normal;
+in vec4 shadowCoordinate;
+
+void main() {
+ const vec2 samplingPoints[9] = vec2[](
+ vec2(0, 0),
+ vec2(-1, -1),
+ vec2(-1, 0),
+ vec2(-1, 1),
+ vec2(0, 1),
+ vec2(1, 1),
+ vec2(1, 0),
+ vec2(1, -1),
+ vec2(0, -1)
+ );
+
+ // Compute the shadow...
+ float visibility = 1.0;
+ const float epsilon = 0.0001;
+
+ // for the leaving slide,
+ {
+ float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05;
+ }
+ }
+ }
+
+ // and for entering slide.
+ {
+ float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05;
+ }
+ }
+ }
+
+ vec3 lightVector = vec3(0.0, 0.0, 1.0);
+ float light = max(dot(lightVector, v_normal), 0.0);
+ vec4 fragment = texture(slideTexture, v_texturePosition);
+ vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
+ gl_FragColor = mix(black, fragment, visibility * light);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */