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-rw-r--r--slideshow/opengl/glitterVertexShader.glsl128
1 files changed, 128 insertions, 0 deletions
diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.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 120
+
+#define M_PI 3.1415926535897932384626433832795
+
+attribute vec3 a_position;
+attribute vec3 a_normal;
+
+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;
+
+attribute vec3 center;
+uniform float time;
+uniform ivec2 numTiles;
+uniform sampler2D permTexture;
+varying float angle;
+
+#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
+
+float snoise(vec2 p)
+{
+ return texture2D(permTexture, p).r;
+}
+
+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 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 )
+{
+ vec2 pos = (center.xy + 1.0) / 2.0;
+
+ // 0..1 pseudo-random value used to randomize the tile’s start time.
+ float fuzz = snoise(pos);
+
+ float startTime = pos.x * 0.5 + fuzz * 0.25;
+ float endTime = startTime + 0.25;
+
+ // Scale the transition time to minimize the time a tile will stay black.
+ float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
+ if (transitionTime < 0.5)
+ transitionTime = transitionTime / 2.0;
+ else
+ transitionTime = (transitionTime / 2.0) + 0.5;
+ angle = transitionTime * M_PI * 2.0;
+
+ mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
+ mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center);
+
+ mat3 normalMatrix = mat3(transpose(inverse(transformMatrix)));
+ gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0);
+ v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0);
+ v_normal = normalize(normalMatrix * a_normal);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */