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Diffstat (limited to '')
-rw-r--r-- | slideshow/opengl/vortexVertexShader.glsl | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl new file mode 100644 index 000000000..8d1a67d3d --- /dev/null +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -0,0 +1,153 @@ +/* -*- 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; +in vec3 a_normal; +in vec2 a_texCoord; +in float tileInfo; + +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +uniform float time; +uniform ivec2 numTiles; +uniform sampler2D permTexture; +uniform float slide; + +// Workaround for Intel's Windows driver, to prevent optimisation breakage. +uniform float zero; + +out vec2 g_texturePosition; +out vec3 g_normal; +out mat4 modelViewMatrix; +out mat4 transform; +out float nTime; +out float startTime; +out float endTime; + +float snoise(vec2 p) +{ + return texture(permTexture, p).r; +} + +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) +{ + mat4 matrix = identityMatrix(); + matrix[3] = vec4(axis, 1.0); + return matrix; +} + +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 ) +{ + // Each tile moves during only half of the transition. The leftmost + // tiles start moving at the start and arrive at their end + // position around time=0.5, when the tiles there (the rightmost + // ones) start moving. (The exact time each tile is moving is + // fuzzed a bit to make a more random appearance.) + + // In GLSL 1.20 we don't have any bitwise operators, sigh + + int tileXIndex = int(mod(int(tileInfo), 256)); + int tileYIndex = int(mod(int(tileInfo) / 256, 256)); + + // A semi-random number 0..1, different for neighbouring tiles, to know when they should start moving. + float startTimeFuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))); + + // A semi-random number -1.5..1.5, different for neighbouring tiles, to specify their rotation center. + // The additional 0.5 on each side is because we want some tiles to rotate outside. + float rotationFuzz = snoise(vec2(float(numTiles.x + tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))) * 3.0 - 1.5; + + startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; + endTime = min(startTime + 0.7, 1.0); + + bool isLeavingSlide = (slide < 0.5); + const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); + + // Don’t display the tile before or after its rotation, depending on the slide. + if (!isLeavingSlide) + { + if (time < max(0.3, startTime)) + { + gl_Position = invalidPosition; + return; + } + nTime = 1.0 - time; + } + else + { + if (time > endTime) + { + gl_Position = invalidPosition; + return; + } + nTime = time; + } + + transform = identityMatrix(); + if (nTime > startTime && nTime <= endTime) + { + // We are in the rotation part. + float rotation = (nTime - startTime) / (endTime - startTime); + if (isLeavingSlide) + rotation *= -1.0; + + if (rotation < -0.5 || rotation > 0.5) { + gl_Position = invalidPosition; + return; + } + + // Translation vector to set the origin of the rotation. + vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); + + // Compute the actual rotation matrix. + + // Intel's Windows driver gives a wrong matrix when all operations are done at once. + if (zero < 1.0) + transform = translationMatrix(translationVector) * transform; + if (zero < 2.0) + transform = rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * transform; + if (zero < 3.0) + transform = translationMatrix(-translationVector) * transform; + } + + modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + gl_Position = vec4(a_position, 1.0); + + g_texturePosition = a_texCoord; + g_normal = a_normal; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |