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Diffstat (limited to '')
-rw-r--r-- | slideshow/opengl/rippleFragmentShader.glsl | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/slideshow/opengl/rippleFragmentShader.glsl b/slideshow/opengl/rippleFragmentShader.glsl new file mode 100644 index 000000000..df4bd5927 --- /dev/null +++ b/slideshow/opengl/rippleFragmentShader.glsl @@ -0,0 +1,57 @@ +/* -*- 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 + +uniform sampler2D leavingSlideTexture; +uniform sampler2D enteringSlideTexture; +uniform float time; +uniform vec2 center; +uniform float slideRatio; + +varying vec2 v_texturePosition; + +// This function returns the distance between two points, taking into account the slide ratio. +float betterDistance(vec2 p1, vec2 p2) +{ + p1.x *= slideRatio; + p2.x *= slideRatio; + return distance(p1, p2); +} + +void main() +{ + const float w = 0.5; + const float v = 0.1; + + // Distance from this fragment to the center, in slide coordinates. + float dist = betterDistance(center, v_texturePosition); + + // We want the ripple to span all of the slide at the end of the transition. + float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio)); + + // Interpolate the distance to the center in function of the time. + float mixed = smoothstep(t*w-v, t*w+v, dist); + + // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already. + vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0; + vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time); + + // Get the final position we will sample from. + vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed); + + // Sample from the textures and mix that together. + vec4 leaving = texture2D(leavingSlideTexture, pos); + vec4 entering = texture2D(enteringSlideTexture, pos); + gl_FragColor = mix(entering, leaving, mixed); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |