db9fe1ea4a
When more than three multiplications are chained, Intel’s Windows driver returns a mat4 containing only zeroes, likely due to a misbehaving optimisation. This patch prevents it from doing any optimisation by doing each multiplication in its own uniform block. Change-Id: I0b435d3a5444afd47f78c379f0d2e442d2c2cfc0 Reviewed-on: https://gerrit.libreoffice.org/22470 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
118 lines
4.1 KiB
GLSL
118 lines
4.1 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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#define M_PI 3.1415926535897932384626433832795
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in vec3 a_position;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_sceneTransformMatrix;
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uniform mat4 u_primitiveTransformMatrix;
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uniform mat4 u_operationsTransformMatrix;
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uniform float time;
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uniform float selectedTexture;
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uniform float shadow;
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uniform mat4 orthoProjectionMatrix;
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uniform mat4 orthoViewMatrix;
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// Workaround for Intel's Windows driver, to prevent optimisation breakage.
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uniform float zero;
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out mat4 projectionMatrix;
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out mat4 modelViewMatrix;
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out mat4 shadowMatrix;
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mat4 identityMatrix(void)
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{
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return mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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mat4 translationMatrix(vec3 axis)
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{
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return mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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axis.x, axis.y, axis.z, 1.0);
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}
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mat4 scaleMatrix(vec3 axis)
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{
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return mat4(axis.x, 0.0, 0.0, 0.0,
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0.0, axis.y, 0.0, 0.0,
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0.0, 0.0, axis.z, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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mat4 rotationMatrix(vec3 axis, float angle)
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{
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axis = normalize(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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void main( void )
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{
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mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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mat4 transformMatrix = identityMatrix();
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// TODO: use the aspect ratio of the slide instead.
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mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1));
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mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1));
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// These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug.
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if (selectedTexture > 0.5) {
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// Leaving texture
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if (zero < 1.0)
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transformMatrix = invertSlideScaleMatrix * transformMatrix;
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if (zero < 2.0)
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transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix;
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if (zero < 3.0)
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transformMatrix = slideScaleMatrix * transformMatrix;
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if (zero < 4.0)
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transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix;
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if (zero < 5.0)
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transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix;
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} else {
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// Entering texture
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if (zero < 1.0)
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transformMatrix = invertSlideScaleMatrix * transformMatrix;
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if (zero < 2.0)
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transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix;
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if (zero < 3.0)
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transformMatrix = slideScaleMatrix * transformMatrix;
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if (zero < 4.0)
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transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix;
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}
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if (shadow < 0.5) {
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projectionMatrix = u_projectionMatrix;
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shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
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} else {
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projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
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shadowMatrix = mat4(0.0);
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}
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modelViewMatrix = nmodelViewMatrix * transformMatrix;
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gl_Position = vec4(a_position, 1.0);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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