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Diffstat (limited to '')
-rw-r--r-- | slideshow/opengl/vortexFragmentShader.glsl | 68 |
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 @@ -0,0 +1,68 @@ +/* -*- 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: */ |