From ed5640d8b587fbcfed7dd7967f3de04b37a76f26 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 11:06:44 +0200 Subject: Adding upstream version 4:7.4.7. Signed-off-by: Daniel Baumann --- slideshow/opengl/honeycombVertexShader.glsl | 118 ++++++++++++++++++++++++++++ 1 file changed, 118 insertions(+) create mode 100644 slideshow/opengl/honeycombVertexShader.glsl (limited to 'slideshow/opengl/honeycombVertexShader.glsl') diff --git a/slideshow/opengl/honeycombVertexShader.glsl b/slideshow/opengl/honeycombVertexShader.glsl new file mode 100644 index 000000000..c3484d39a --- /dev/null +++ b/slideshow/opengl/honeycombVertexShader.glsl @@ -0,0 +1,118 @@ +/* -*- 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 + +#define M_PI 3.1415926535897932384626433832795 + +in vec3 a_position; + +uniform mat4 u_projectionMatrix; +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +uniform float time; +uniform float selectedTexture; +uniform float shadow; +uniform mat4 orthoProjectionMatrix; +uniform mat4 orthoViewMatrix; + +// Workaround for Intel's Windows driver, to prevent optimisation breakage. +uniform float zero; + +out mat4 projectionMatrix; +out mat4 modelViewMatrix; +out mat4 shadowMatrix; + +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 translationMatrix(vec3 axis) +{ + 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, + axis.x, axis.y, axis.z, 1.0); +} + +mat4 scaleMatrix(vec3 axis) +{ + return mat4(axis.x, 0.0, 0.0, 0.0, + 0.0, axis.y, 0.0, 0.0, + 0.0, 0.0, axis.z, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +mat4 rotationMatrix(vec3 axis, float angle) +{ + axis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, + oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, + oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +void main( void ) +{ + mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat4 transformMatrix = identityMatrix(); + + // TODO: use the aspect ratio of the slide instead. + mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1)); + mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1)); + + // These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug. + if (selectedTexture > 0.5) { + // Leaving texture + if (zero < 1.0) + transformMatrix = invertSlideScaleMatrix * transformMatrix; + if (zero < 2.0) + transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix; + if (zero < 3.0) + transformMatrix = slideScaleMatrix * transformMatrix; + if (zero < 4.0) + transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix; + if (zero < 5.0) + transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix; + } else { + // Entering texture + if (zero < 1.0) + transformMatrix = invertSlideScaleMatrix * transformMatrix; + if (zero < 2.0) + transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix; + if (zero < 3.0) + transformMatrix = slideScaleMatrix * transformMatrix; + if (zero < 4.0) + transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix; + } + + if (shadow < 0.5) { + projectionMatrix = u_projectionMatrix; + shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; + } else { + projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; + shadowMatrix = mat4(0.0); + } + + modelViewMatrix = nmodelViewMatrix * transformMatrix; + gl_Position = vec4(a_position, 1.0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ -- cgit v1.2.3