diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl index c207203a1ce3..e4ce8e31f91e 100644 --- a/slideshow/opengl/honeycombFragmentShader.glsl +++ b/slideshow/opengl/honeycombFragmentShader.glsl @@ -29,6 +29,18 @@ bool isBorder(vec2 point) 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) + ); + vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0); vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, normal), 0.0); @@ -73,13 +85,23 @@ void main() fragment.rgb *= actualTime; } } + + // Compute the shadow. float visibility = 1.0; const float epsilon = 0.0001; - if (texture(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) - visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, shadowCoordinate.xy).a); + if (selectedTexture < 0.5) { + float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z; + float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; + // Only the entering slide. + for (int i = 0; i < 9; ++i) { + vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; + if (depthShadow < shadowCoordinate.z - epsilon) { + visibility -= 0.05 * texture(colorShadowTexture, coordinate).a; + } + } + } + vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); - if (fragment.a < 0.001) - discard; gl_FragColor = mix(black, fragment, visibility * light); } diff --git a/slideshow/opengl/honeycombGeometryShader.glsl b/slideshow/opengl/honeycombGeometryShader.glsl index 5afaa7b95aea..dedc0df97526 100644 --- a/slideshow/opengl/honeycombGeometryShader.glsl +++ b/slideshow/opengl/honeycombGeometryShader.glsl @@ -67,13 +67,14 @@ void emitHexagonVertex(vec3 center, vec2 translation) void main() { - vec2 translateVectors[6]; - translateVectors[0] = vec2(-3, -2); - translateVectors[1] = vec2(0, -4); - translateVectors[2] = vec2(3, -2); - translateVectors[3] = vec2(3, 2); - translateVectors[4] = vec2(0, 4); - translateVectors[5] = vec2(-3, 2); + const vec2 translateVectors[6] = vec2[]( + vec2(-3, -2), + vec2(0, -4), + vec2(3, -2), + vec2(3, 2), + vec2(0, 4), + vec2(-3, 2) + ); vec3 center = gl_in[0].gl_Position.xyz; diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl index a3f8191eeb78..6bcdfc5dab22 100644 --- a/slideshow/opengl/vortexFragmentShader.glsl +++ b/slideshow/opengl/vortexFragmentShader.glsl @@ -18,15 +18,49 @@ 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); - float visibility = 1.0; - const float epsilon = 0.0001; - if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) - visibility *= 0.7; - if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) - visibility *= 0.7; vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); gl_FragColor = mix(black, fragment, visibility * light); } diff --git a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx index 672903bc6ad7..ac7e4c2d32f5 100644 --- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx +++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx @@ -1697,8 +1697,8 @@ void VortexTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_Int32 for (int i : {0, 1}) { glBindTexture(GL_TEXTURE_2D, mnDepthTextures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); @@ -2094,16 +2094,16 @@ void HoneycombTransition::prepareTransition( sal_Int32 glLeavingSlideTex, sal_In glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, mnDepthTextures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2048, 2048, 0, GL_RGBA, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, mnDepthTextures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);