3ed1e68a79
Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7 Reviewed-on: https://gerrit.libreoffice.org/22678 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
108 lines
3.4 KiB
GLSL
108 lines
3.4 KiB
GLSL
/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#version 150
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in vec2 texturePosition;
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in float fuzz;
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in vec2 v_center;
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in vec3 normal;
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in vec4 shadowCoordinate;
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uniform sampler2D slideTexture;
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uniform sampler2D colorShadowTexture;
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uniform sampler2D depthShadowTexture;
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uniform float selectedTexture;
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uniform float time;
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uniform float hexagonSize;
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bool isBorder(vec2 point)
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{
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return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98;
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}
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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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if (hexagonSize > 1.0) {
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// The space in-between hexagons.
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if (selectedTexture > 0.5)
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fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.;
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else
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fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.;
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} else {
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// The hexagons themselves.
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float startTime;
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float actualTime;
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if (selectedTexture > 0.5) {
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// Leaving slide.
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if (isBorder(v_center))
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// If the center is “outside” of the canvas, clear it first.
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startTime = 0.15;
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else
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startTime = 0.15 + fuzz * 0.4;
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float endTime = startTime + 0.05;
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actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1);
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} else {
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// Entering slide.
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if (isBorder(v_center))
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// If the center is “outside” of the canvas, clear it first.
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startTime = 0.85;
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else
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startTime = 0.3 + fuzz * 0.4;
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float endTime = startTime + 0.05;
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actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
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if (time < 0.8)
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actualTime *= time / 0.8;
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}
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if (selectedTexture > 0.5) {
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// Leaving texture needs to be transparent to see-through.
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fragment.a = actualTime;
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} else {
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// Entering one though, would look weird with transparency.
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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 (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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gl_FragColor = mix(black, fragment, visibility * light);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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