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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/honeycombVertexShader.glsl
parentInitial commit. (diff)
downloadlibreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz
libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.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 '')
-rw-r--r--slideshow/opengl/honeycombVertexShader.glsl118
1 files changed, 118 insertions, 0 deletions
diff --git a/slideshow/opengl/honeycombVertexShader.glsl b/slideshow/opengl/honeycombVertexShader.glsl
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+++ b/slideshow/opengl/honeycombVertexShader.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
+
+#define M_PI 3.1415926535897932384626433832795
+
+in vec3 a_position;
+
+uniform mat4 u_projectionMatrix;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_sceneTransformMatrix;
+uniform mat4 u_primitiveTransformMatrix;
+uniform mat4 u_operationsTransformMatrix;
+
+uniform float time;
+uniform float selectedTexture;
+uniform float shadow;
+uniform mat4 orthoProjectionMatrix;
+uniform mat4 orthoViewMatrix;
+
+// Workaround for Intel's Windows driver, to prevent optimisation breakage.
+uniform float zero;
+
+out mat4 projectionMatrix;
+out mat4 modelViewMatrix;
+out mat4 shadowMatrix;
+
+mat4 identityMatrix(void)
+{
+ return mat4(1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+}
+
+mat4 translationMatrix(vec3 axis)
+{
+ return mat4(1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ axis.x, axis.y, axis.z, 1.0);
+}
+
+mat4 scaleMatrix(vec3 axis)
+{
+ return mat4(axis.x, 0.0, 0.0, 0.0,
+ 0.0, axis.y, 0.0, 0.0,
+ 0.0, 0.0, axis.z, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+}
+
+mat4 rotationMatrix(vec3 axis, float angle)
+{
+ axis = normalize(axis);
+ float s = sin(angle);
+ float c = cos(angle);
+ float oc = 1.0 - c;
+
+ return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
+ oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
+ oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+}
+
+void main( void )
+{
+ mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
+ mat4 transformMatrix = identityMatrix();
+
+ // TODO: use the aspect ratio of the slide instead.
+ mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1));
+ mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1));
+
+ // These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug.
+ if (selectedTexture > 0.5) {
+ // Leaving texture
+ if (zero < 1.0)
+ transformMatrix = invertSlideScaleMatrix * transformMatrix;
+ if (zero < 2.0)
+ transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix;
+ if (zero < 3.0)
+ transformMatrix = slideScaleMatrix * transformMatrix;
+ if (zero < 4.0)
+ transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix;
+ if (zero < 5.0)
+ transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix;
+ } else {
+ // Entering texture
+ if (zero < 1.0)
+ transformMatrix = invertSlideScaleMatrix * transformMatrix;
+ if (zero < 2.0)
+ transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix;
+ if (zero < 3.0)
+ transformMatrix = slideScaleMatrix * transformMatrix;
+ if (zero < 4.0)
+ transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix;
+ }
+
+ if (shadow < 0.5) {
+ projectionMatrix = u_projectionMatrix;
+ shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ } else {
+ projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ shadowMatrix = mat4(0.0);
+ }
+
+ modelViewMatrix = nmodelViewMatrix * transformMatrix;
+ gl_Position = vec4(a_position, 1.0);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */