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diff --git a/slideshow/opengl/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl
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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*************************************************************************
+ *
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * Copyright 2008 by Sun Microsystems, Inc.
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * This file is part of OpenOffice.org.
+ *
+ * OpenOffice.org is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU Lesser General Public License version 3
+ * only, as published by the Free Software Foundation.
+ *
+ * OpenOffice.org is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License version 3 for more details
+ * (a copy is included in the LICENSE file that accompanied this code).
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * version 3 along with OpenOffice.org. If not, see
+ * <http://www.openoffice.org/license.html>
+ * for a copy of the LGPLv3 License.
+ *
+ ************************************************************************/
+
+#version 120
+
+attribute vec3 a_position;
+attribute vec3 a_normal;
+attribute vec2 a_texCoord;
+
+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;
+
+#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
+
+void main( void )
+{
+ mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
+ mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
+ gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
+ v_texturePosition = a_texCoord;
+ v_normal = normalize(normalMatrix * a_normal);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */