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Direktori : /usr/lib/libreoffice/program/opengl/ |
Current File : //usr/lib/libreoffice/program/opengl/vortexVertexShader.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; in vec3 a_normal; in vec2 a_texCoord; in float tileInfo; uniform mat4 u_modelViewMatrix; uniform mat4 u_sceneTransformMatrix; uniform mat4 u_primitiveTransformMatrix; uniform mat4 u_operationsTransformMatrix; uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; uniform float slide; // Workaround for Intel's Windows driver, to prevent optimisation breakage. uniform float zero; out vec2 g_texturePosition; out vec3 g_normal; out mat4 modelViewMatrix; out mat4 transform; out float nTime; out float startTime; out float endTime; float snoise(vec2 p) { return texture(permTexture, p).r; } 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) { mat4 matrix = identityMatrix(); matrix[3] = vec4(axis, 1.0); return matrix; } 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 ) { // Each tile moves during only half of the transition. The leftmost // tiles start moving at the start and arrive at their end // position around time=0.5, when the tiles there (the rightmost // ones) start moving. (The exact time each tile is moving is // fuzzed a bit to make a more random appearance.) // In GLSL 1.20 we don't have any bitwise operators, sigh int tileXIndex = int(mod(int(tileInfo), 256)); int tileYIndex = int(mod(int(tileInfo) / 256, 256)); // A semi-random number 0..1, different for neighbouring tiles, to know when they should start moving. float startTimeFuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))); // A semi-random number -1.5..1.5, different for neighbouring tiles, to specify their rotation center. // The additional 0.5 on each side is because we want some tiles to rotate outside. float rotationFuzz = snoise(vec2(float(numTiles.x + tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))) * 3.0 - 1.5; startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2; endTime = min(startTime + 0.7, 1.0); bool isLeavingSlide = (slide < 0.5); const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); // Don’t display the tile before or after its rotation, depending on the slide. if (!isLeavingSlide) { if (time < max(0.3, startTime)) { gl_Position = invalidPosition; return; } nTime = 1.0 - time; } else { if (time > endTime) { gl_Position = invalidPosition; return; } nTime = time; } transform = identityMatrix(); if (nTime > startTime && nTime <= endTime) { // We are in the rotation part. float rotation = (nTime - startTime) / (endTime - startTime); if (isLeavingSlide) rotation *= -1.0; if (rotation < -0.5 || rotation > 0.5) { gl_Position = invalidPosition; return; } // Translation vector to set the origin of the rotation. vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); // Compute the actual rotation matrix. // Intel's Windows driver gives a wrong matrix when all operations are done at once. if (zero < 1.0) transform = translationMatrix(translationVector) * transform; if (zero < 2.0) transform = rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * transform; if (zero < 3.0) transform = translationMatrix(-translationVector) * transform; } modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; gl_Position = vec4(a_position, 1.0); g_texturePosition = a_texCoord; g_normal = a_normal; } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */