office-gobmx/slideshow/opengl/vortexGeometryShader.glsl
Emmanuel Gil Peyrot 0640430902 slideshow: Move Vortex calculations to the geometry stage, fixes Intel
Their Windows driver was failing due to too many varyings being used
between the vertex and the geometry stages.

Change-Id: Iec69a2ef29e6ed4ba5ce6e46c7a5eb7db5098d1b
Reviewed-on: https://gerrit.libreoffice.org/22469
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
2016-02-25 11:11:57 +00:00

116 lines
3 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=11) out;
uniform float shadow;
uniform mat4 u_projectionMatrix;
uniform mat4 orthoProjectionMatrix;
uniform mat4 orthoViewMatrix;
in vec2 g_texturePosition[];
in vec3 g_normal[];
in mat4 modelViewMatrix[];
in mat4 transform[];
in float nTime[];
in float startTime[];
in float endTime[];
out vec2 v_texturePosition;
out vec3 v_normal;
out vec4 shadowCoordinate;
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(int index, vec3 translation, float fdsq)
{
mat4 projectionMatrix;
mat4 shadowMatrix;
if (shadow < 0.5) {
projectionMatrix = u_projectionMatrix;
shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
} else {
projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
shadowMatrix = mat4(0.0);
}
mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
// Apply our transform operations.
pos = transform[index] * pos;
v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
v_normal.z *= fdsq;
gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
v_texturePosition = g_texturePosition[index];
EmitVertex();
}
void main()
{
const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
const vec3 noTranslation = vec3(0.0, 0.0, 0.0);
if (gl_in[0].gl_Position == invalidPosition)
return;
// Draw “walls” to the hexagons.
if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) {
const vec3 translation = vec3(0.0, 0.0, -0.02);
emitHexagonVertex(2, noTranslation, 0.3);
emitHexagonVertex(2, translation, 0.3);
for (int i = 0; i < 3; ++i) {
emitHexagonVertex(i, noTranslation, 0.3);
emitHexagonVertex(i, translation, 0.3);
}
EndPrimitive();
}
// Draw the main quad part.
for (int i = 0; i < 3; ++i) {
emitHexagonVertex(i, noTranslation, 1.0);
}
EndPrimitive();
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */