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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/honeycombFragmentShader.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/honeycombFragmentShader.glsl')
-rw-r--r-- | slideshow/opengl/honeycombFragmentShader.glsl | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl new file mode 100644 index 000000000..e4ce8e31f --- /dev/null +++ b/slideshow/opengl/honeycombFragmentShader.glsl @@ -0,0 +1,108 @@ +/* -*- 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 + +in vec2 texturePosition; +in float fuzz; +in vec2 v_center; +in vec3 normal; +in vec4 shadowCoordinate; + +uniform sampler2D slideTexture; +uniform sampler2D colorShadowTexture; +uniform sampler2D depthShadowTexture; +uniform float selectedTexture; +uniform float time; +uniform float hexagonSize; + +bool isBorder(vec2 point) +{ + return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98; +} + +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) + ); + + vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0); + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = max(dot(lightVector, normal), 0.0); + if (hexagonSize > 1.0) { + // The space in-between hexagons. + if (selectedTexture > 0.5) + fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.; + else + fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.; + } else { + // The hexagons themselves. + + float startTime; + float actualTime; + if (selectedTexture > 0.5) { + // Leaving slide. + if (isBorder(v_center)) + // If the center is “outside” of the canvas, clear it first. + startTime = 0.15; + else + startTime = 0.15 + fuzz * 0.4; + float endTime = startTime + 0.05; + actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1); + } else { + // Entering slide. + if (isBorder(v_center)) + // If the center is “outside” of the canvas, clear it first. + startTime = 0.85; + else + startTime = 0.3 + fuzz * 0.4; + float endTime = startTime + 0.05; + actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1); + if (time < 0.8) + actualTime *= time / 0.8; + } + + if (selectedTexture > 0.5) { + // Leaving texture needs to be transparent to see-through. + fragment.a = actualTime; + } else { + // Entering one though, would look weird with transparency. + fragment.rgb *= actualTime; + } + } + + // Compute the shadow. + float visibility = 1.0; + const float epsilon = 0.0001; + if (selectedTexture < 0.5) { + float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z; + float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; + // Only the entering slide. + for (int i = 0; i < 9; ++i) { + vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; + if (depthShadow < shadowCoordinate.z - epsilon) { + visibility -= 0.05 * texture(colorShadowTexture, coordinate).a; + } + } + } + + 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: */ |