office-gobmx/slideshow/opengl/honeycombGeometryShader.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

111 lines
2.7 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
layout(triangles) in;
layout(triangle_strip, max_vertices=27) out;
in mat4 projectionMatrix[];
in mat4 modelViewMatrix[];
in mat4 shadowMatrix[];
uniform float hexagonSize;
uniform sampler2D permTexture;
out vec2 texturePosition;
out float fuzz;
out vec2 v_center;
out vec3 normal;
out vec4 shadowCoordinate;
const float expandFactor = 0.0318;
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 scaleMatrix(vec3 axis)
{
mat4 matrix = identityMatrix();
matrix[0][0] = axis.x;
matrix[1][1] = axis.y;
matrix[2][2] = axis.z;
return matrix;
}
mat4 translationMatrix(vec3 axis)
{
mat4 matrix = identityMatrix();
matrix[3] = vec4(axis, 1.0);
return matrix;
}
void emitHexagonVertex(vec3 center, vec2 translation)
{
vec4 pos = vec4(center + hexagonSize * expandFactor * vec3(translation, 0.0), 1.0);
gl_Position = projectionMatrix[0] * modelViewMatrix[0] * pos;
shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[0] * modelViewMatrix[0] * pos;
texturePosition = vec2((pos.x + 1), (1 - pos.y)) / 2;
EmitVertex();
}
void main()
{
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;
v_center = (1 + center.xy) / 2;
fuzz = snoise(center.xy);
// Draw “walls” to the hexagons.
if (hexagonSize < 1.0) {
vec3 rearCenter = vec3(center.xy, -0.3);
normal = vec3(0.0, 0.0, 0.3);
emitHexagonVertex(center, translateVectors[5]);
emitHexagonVertex(rearCenter, translateVectors[5]);
for (int i = 0; i < 6; ++i) {
emitHexagonVertex(center, translateVectors[i]);
emitHexagonVertex(rearCenter, translateVectors[i]);
}
EndPrimitive();
}
// Draw the main hexagon part.
normal = vec3(0.0, 0.0, 1.0);
emitHexagonVertex(center, translateVectors[5]);
for (int i = 0; i < 6; ++i) {
emitHexagonVertex(center, translateVectors[i]);
emitHexagonVertex(center, vec2(0.0, 0.0));
}
EndPrimitive();
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */