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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
commit | 940b4d1848e8c70ab7642901a68594e8016caffc (patch) | |
tree | eb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /slideshow/opengl/basicVertexShader.glsl | |
parent | Initial commit. (diff) | |
download | libreoffice-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/basicVertexShader.glsl')
-rw-r--r-- | slideshow/opengl/basicVertexShader.glsl | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/slideshow/opengl/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl new file mode 100644 index 000000000..730da36fd --- /dev/null +++ b/slideshow/opengl/basicVertexShader.glsl @@ -0,0 +1,96 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/************************************************************************* + * + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * Copyright 2008 by Sun Microsystems, Inc. + * + * OpenOffice.org - a multi-platform office productivity suite + * + * This file is part of OpenOffice.org. + * + * OpenOffice.org is free software: you can redistribute it and/or modify + * it under the terms of the GNU Lesser General Public License version 3 + * only, as published by the Free Software Foundation. + * + * OpenOffice.org is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License version 3 for more details + * (a copy is included in the LICENSE file that accompanied this code). + * + * You should have received a copy of the GNU Lesser General Public License + * version 3 along with OpenOffice.org. If not, see + * <http://www.openoffice.org/license.html> + * for a copy of the LGPLv3 License. + * + ************************************************************************/ + +#version 120 + +attribute vec3 a_position; +attribute vec3 a_normal; +attribute vec2 a_texCoord; + +uniform mat4 u_projectionMatrix; +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +varying vec2 v_texturePosition; +varying vec3 v_normal; + +#if __VERSION__ < 140 +mat4 inverse(mat4 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; + float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; + + float b00 = a00 * a11 - a01 * a10; + float b01 = a00 * a12 - a02 * a10; + float b02 = a00 * a13 - a03 * a10; + float b03 = a01 * a12 - a02 * a11; + float b04 = a01 * a13 - a03 * a11; + float b05 = a02 * a13 - a03 * a12; + float b06 = a20 * a31 - a21 * a30; + float b07 = a20 * a32 - a22 * a30; + float b08 = a20 * a33 - a23 * a30; + float b09 = a21 * a32 - a22 * a31; + float b10 = a21 * a33 - a23 * a31; + float b11 = a22 * a33 - a23 * a32; + + float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; +} +#endif + +void main( void ) +{ + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); + gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0); + v_texturePosition = a_texCoord; + v_normal = normalize(normalMatrix * a_normal); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |