office-gobmx/slideshow/opengl/honeycombFragmentShader.glsl
Emmanuel Gil Peyrot 3ed1e68a79 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>
2016-02-25 11:16:45 +00:00

108 lines
3.4 KiB
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
in vec2 texturePosition;
in float fuzz;
in vec2 v_center;
in vec3 normal;
in vec4 shadowCoordinate;
uniform sampler2D slideTexture;
uniform sampler2D colorShadowTexture;
uniform sampler2D depthShadowTexture;
uniform float selectedTexture;
uniform float time;
uniform float hexagonSize;
bool isBorder(vec2 point)
{
return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98;
}
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);
if (hexagonSize > 1.0) {
// The space in-between hexagons.
if (selectedTexture > 0.5)
fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.;
else
fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.;
} else {
// The hexagons themselves.
float startTime;
float actualTime;
if (selectedTexture > 0.5) {
// Leaving slide.
if (isBorder(v_center))
// If the center is “outside” of the canvas, clear it first.
startTime = 0.15;
else
startTime = 0.15 + fuzz * 0.4;
float endTime = startTime + 0.05;
actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1);
} else {
// Entering slide.
if (isBorder(v_center))
// If the center is “outside” of the canvas, clear it first.
startTime = 0.85;
else
startTime = 0.3 + fuzz * 0.4;
float endTime = startTime + 0.05;
actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
if (time < 0.8)
actualTime *= time / 0.8;
}
if (selectedTexture > 0.5) {
// Leaving texture needs to be transparent to see-through.
fragment.a = actualTime;
} else {
// Entering one though, would look weird with transparency.
fragment.rgb *= actualTime;
}
}
// Compute the shadow.
float visibility = 1.0;
const float epsilon = 0.0001;
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);
gl_FragColor = mix(black, fragment, visibility * light);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */