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Direktori : /usr/lib/libreoffice/program/opengl/ |
Current File : //usr/lib/libreoffice/program/opengl/honeycombVertexShader.glsl |
/* -*- 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: */