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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /slideshow/opengl/glitterVertexShader.glsl | |
parent | Initial commit. (diff) | |
download | libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.tar.xz libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.zip |
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'slideshow/opengl/glitterVertexShader.glsl')
-rw-r--r-- | slideshow/opengl/glitterVertexShader.glsl | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl new file mode 100644 index 000000000..00ae568ac --- /dev/null +++ b/slideshow/opengl/glitterVertexShader.glsl @@ -0,0 +1,128 @@ +/* -*- 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: */ |