slideshow: Blur the shadows the further they are from the object
Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7 Reviewed-on: https://gerrit.libreoffice.org/22678 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
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1a9b62dc66
commit
3ed1e68a79
4 changed files with 80 additions and 23 deletions
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@ -29,6 +29,18 @@ bool isBorder(vec2 point)
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void main()
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{
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const vec2 samplingPoints[9] = vec2[](
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vec2(0, 0),
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vec2(-1, -1),
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vec2(-1, 0),
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vec2(-1, 1),
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vec2(0, 1),
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vec2(1, 1),
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vec2(1, 0),
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vec2(1, -1),
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vec2(0, -1)
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);
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vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0);
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vec3 lightVector = vec3(0.0, 0.0, 1.0);
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float light = max(dot(lightVector, normal), 0.0);
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@ -73,13 +85,23 @@ void main()
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fragment.rgb *= actualTime;
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}
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}
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// Compute the shadow.
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float visibility = 1.0;
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const float epsilon = 0.0001;
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if (texture(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
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visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, shadowCoordinate.xy).a);
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if (selectedTexture < 0.5) {
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float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z;
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float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
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// Only the entering slide.
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for (int i = 0; i < 9; ++i) {
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vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
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if (depthShadow < shadowCoordinate.z - epsilon) {
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visibility -= 0.05 * texture(colorShadowTexture, coordinate).a;
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}
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}
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}
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vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
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if (fragment.a < 0.001)
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discard;
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gl_FragColor = mix(black, fragment, visibility * light);
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}
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@ -67,13 +67,14 @@ void emitHexagonVertex(vec3 center, vec2 translation)
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void main()
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{
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vec2 translateVectors[6];
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translateVectors[0] = vec2(-3, -2);
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translateVectors[1] = vec2(0, -4);
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translateVectors[2] = vec2(3, -2);
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translateVectors[3] = vec2(3, 2);
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translateVectors[4] = vec2(0, 4);
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translateVectors[5] = vec2(-3, 2);
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const vec2 translateVectors[6] = vec2[](
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vec2(-3, -2),
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vec2(0, -4),
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vec2(3, -2),
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vec2(3, 2),
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vec2(0, 4),
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vec2(-3, 2)
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);
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vec3 center = gl_in[0].gl_Position.xyz;
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@ -18,15 +18,49 @@ in vec3 v_normal;
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in vec4 shadowCoordinate;
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void main() {
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const vec2 samplingPoints[9] = vec2[](
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vec2(0, 0),
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vec2(-1, -1),
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vec2(-1, 0),
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vec2(-1, 1),
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vec2(0, 1),
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vec2(1, 1),
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vec2(1, 0),
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vec2(1, -1),
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vec2(0, -1)
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);
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// Compute the shadow...
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float visibility = 1.0;
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const float epsilon = 0.0001;
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// for the leaving slide,
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{
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float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r;
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float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
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for (int i = 0; i < 9; ++i) {
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vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
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if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
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visibility -= 0.05;
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}
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}
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}
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// and for entering slide.
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{
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float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r;
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float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
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for (int i = 0; i < 9; ++i) {
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vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
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if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
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visibility -= 0.05;
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}
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}
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}
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vec3 lightVector = vec3(0.0, 0.0, 1.0);
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float light = max(dot(lightVector, v_normal), 0.0);
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vec4 fragment = texture(slideTexture, v_texturePosition);
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float visibility = 1.0;
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const float epsilon = 0.0001;
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if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
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visibility *= 0.7;
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if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
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visibility *= 0.7;
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vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
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gl_FragColor = mix(black, fragment, visibility * light);
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}
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@ -1697,8 +1697,8 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32
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for (int i : {0, 1}) {
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glBindTexture(GL_TEXTURE_2D, mnDepthTextures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -2094,16 +2094,16 @@ void HoneycombTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_In
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, mnDepthTextures[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2048, 2048, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, mnDepthTextures[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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