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Diffstat (limited to '')
-rw-r--r-- | slideshow/opengl/vortexGeometryShader.glsl | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/slideshow/opengl/vortexGeometryShader.glsl b/slideshow/opengl/vortexGeometryShader.glsl new file mode 100644 index 000000000..5d64a1249 --- /dev/null +++ b/slideshow/opengl/vortexGeometryShader.glsl @@ -0,0 +1,116 @@ +/* -*- 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 + +layout(triangles) in; +layout(triangle_strip, max_vertices=11) out; + +uniform float shadow; +uniform mat4 u_projectionMatrix; +uniform mat4 orthoProjectionMatrix; +uniform mat4 orthoViewMatrix; + +in vec2 g_texturePosition[]; +in vec3 g_normal[]; +in mat4 modelViewMatrix[]; +in mat4 transform[]; +in float nTime[]; +in float startTime[]; +in float endTime[]; + +out vec2 v_texturePosition; +out vec3 v_normal; +out vec4 shadowCoordinate; + +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 scaleMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[0][0] = axis.x; + matrix[1][1] = axis.y; + matrix[2][2] = axis.z; + return matrix; +} + +mat4 translationMatrix(vec3 axis) +{ + mat4 matrix = identityMatrix(); + matrix[3] = vec4(axis, 1.0); + return matrix; +} + +void emitHexagonVertex(int index, vec3 translation, float fdsq) +{ + mat4 projectionMatrix; + mat4 shadowMatrix; + + if (shadow < 0.5) { + projectionMatrix = u_projectionMatrix; + shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; + } else { + projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; + shadowMatrix = mat4(0.0); + } + + mat4 normalMatrix = transpose(inverse(modelViewMatrix[index])); + + vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0); + + // Apply our transform operations. + pos = transform[index] * pos; + + v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0))); + v_normal.z *= fdsq; + + gl_Position = projectionMatrix * modelViewMatrix[index] * pos; + shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos; + v_texturePosition = g_texturePosition[index]; + EmitVertex(); +} + +void main() +{ + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); + const vec3 noTranslation = vec3(0.0, 0.0, 0.0); + + if (gl_in[0].gl_Position == invalidPosition) + return; + + // Draw “walls” to the hexagons. + if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) { + const vec3 translation = vec3(0.0, 0.0, -0.02); + + emitHexagonVertex(2, noTranslation, 0.3); + emitHexagonVertex(2, translation, 0.3); + + for (int i = 0; i < 3; ++i) { + emitHexagonVertex(i, noTranslation, 0.3); + emitHexagonVertex(i, translation, 0.3); + } + + EndPrimitive(); + } + + // Draw the main quad part. + for (int i = 0; i < 3; ++i) { + emitHexagonVertex(i, noTranslation, 1.0); + } + + EndPrimitive(); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |