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Direktori : /usr/lib/libreoffice/program/opengl/ |
Current File : //usr/lib/libreoffice/program/opengl/vortexFragmentShader.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 uniform sampler2D slideTexture; uniform sampler2D leavingShadowTexture; uniform sampler2D enteringShadowTexture; in vec2 v_texturePosition; in vec3 v_normal; in vec4 shadowCoordinate; 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) ); // Compute the shadow... float visibility = 1.0; const float epsilon = 0.0001; // for the leaving slide, { float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r; float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; for (int i = 0; i < 9; ++i) { vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) { visibility -= 0.05; } } } // and for entering slide. { float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r; float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; for (int i = 0; i < 9; ++i) { vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) { visibility -= 0.05; } } } vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, v_normal), 0.0); vec4 fragment = texture(slideTexture, v_texturePosition); 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: */