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-rw-r--r--slideshow/opengl/honeycombFragmentShader.glsl108
1 files changed, 108 insertions, 0 deletions
diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl
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index 000000000..e4ce8e31f
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+++ b/slideshow/opengl/honeycombFragmentShader.glsl
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+/* -*- 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: */