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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/honeycombGeometryShader.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 '')
-rw-r--r-- | slideshow/opengl/honeycombGeometryShader.glsl | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/slideshow/opengl/honeycombGeometryShader.glsl b/slideshow/opengl/honeycombGeometryShader.glsl new file mode 100644 index 000000000..dedc0df97 --- /dev/null +++ b/slideshow/opengl/honeycombGeometryShader.glsl @@ -0,0 +1,111 @@ +/* -*- 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=27) out; + +in mat4 projectionMatrix[]; +in mat4 modelViewMatrix[]; +in mat4 shadowMatrix[]; + +uniform float hexagonSize; +uniform sampler2D permTexture; + +out vec2 texturePosition; +out float fuzz; +out vec2 v_center; +out vec3 normal; +out vec4 shadowCoordinate; + +const float expandFactor = 0.0318; + +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 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(vec3 center, vec2 translation) +{ + vec4 pos = vec4(center + hexagonSize * expandFactor * vec3(translation, 0.0), 1.0); + gl_Position = projectionMatrix[0] * modelViewMatrix[0] * pos; + shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[0] * modelViewMatrix[0] * pos; + texturePosition = vec2((pos.x + 1), (1 - pos.y)) / 2; + EmitVertex(); +} + +void main() +{ + const vec2 translateVectors[6] = vec2[]( + vec2(-3, -2), + vec2(0, -4), + vec2(3, -2), + vec2(3, 2), + vec2(0, 4), + vec2(-3, 2) + ); + + vec3 center = gl_in[0].gl_Position.xyz; + + v_center = (1 + center.xy) / 2; + fuzz = snoise(center.xy); + + // Draw “walls” to the hexagons. + if (hexagonSize < 1.0) { + vec3 rearCenter = vec3(center.xy, -0.3); + normal = vec3(0.0, 0.0, 0.3); + emitHexagonVertex(center, translateVectors[5]); + emitHexagonVertex(rearCenter, translateVectors[5]); + + for (int i = 0; i < 6; ++i) { + emitHexagonVertex(center, translateVectors[i]); + emitHexagonVertex(rearCenter, translateVectors[i]); + } + + EndPrimitive(); + } + + // Draw the main hexagon part. + normal = vec3(0.0, 0.0, 1.0); + emitHexagonVertex(center, translateVectors[5]); + + for (int i = 0; i < 6; ++i) { + emitHexagonVertex(center, translateVectors[i]); + emitHexagonVertex(center, vec2(0.0, 0.0)); + } + + EndPrimitive(); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |