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-rw-r--r--slideshow/opengl/vortexGeometryShader.glsl116
1 files changed, 116 insertions, 0 deletions
diff --git a/slideshow/opengl/vortexGeometryShader.glsl b/slideshow/opengl/vortexGeometryShader.glsl
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index 000000000..5d64a1249
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+++ b/slideshow/opengl/vortexGeometryShader.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
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=11) out;
+
+uniform float shadow;
+uniform mat4 u_projectionMatrix;
+uniform mat4 orthoProjectionMatrix;
+uniform mat4 orthoViewMatrix;
+
+in vec2 g_texturePosition[];
+in vec3 g_normal[];
+in mat4 modelViewMatrix[];
+in mat4 transform[];
+in float nTime[];
+in float startTime[];
+in float endTime[];
+
+out vec2 v_texturePosition;
+out vec3 v_normal;
+out vec4 shadowCoordinate;
+
+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(int index, vec3 translation, float fdsq)
+{
+ mat4 projectionMatrix;
+ mat4 shadowMatrix;
+
+ if (shadow < 0.5) {
+ projectionMatrix = u_projectionMatrix;
+ shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ } else {
+ projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ shadowMatrix = mat4(0.0);
+ }
+
+ mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
+
+ vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
+
+ // Apply our transform operations.
+ pos = transform[index] * pos;
+
+ v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
+ v_normal.z *= fdsq;
+
+ gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
+ shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
+ v_texturePosition = g_texturePosition[index];
+ EmitVertex();
+}
+
+void main()
+{
+ const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
+ const vec3 noTranslation = vec3(0.0, 0.0, 0.0);
+
+ if (gl_in[0].gl_Position == invalidPosition)
+ return;
+
+ // Draw “walls” to the hexagons.
+ if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) {
+ const vec3 translation = vec3(0.0, 0.0, -0.02);
+
+ emitHexagonVertex(2, noTranslation, 0.3);
+ emitHexagonVertex(2, translation, 0.3);
+
+ for (int i = 0; i < 3; ++i) {
+ emitHexagonVertex(i, noTranslation, 0.3);
+ emitHexagonVertex(i, translation, 0.3);
+ }
+
+ EndPrimitive();
+ }
+
+ // Draw the main quad part.
+ for (int i = 0; i < 3; ++i) {
+ emitHexagonVertex(i, noTranslation, 1.0);
+ }
+
+ EndPrimitive();
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */