0640430902
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>
116 lines
3 KiB
GLSL
116 lines
3 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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layout(triangles) in;
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layout(triangle_strip, max_vertices=11) out;
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uniform float shadow;
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uniform mat4 u_projectionMatrix;
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uniform mat4 orthoProjectionMatrix;
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uniform mat4 orthoViewMatrix;
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in vec2 g_texturePosition[];
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in vec3 g_normal[];
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in mat4 modelViewMatrix[];
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in mat4 transform[];
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in float nTime[];
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in float startTime[];
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in float endTime[];
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out vec2 v_texturePosition;
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out vec3 v_normal;
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out vec4 shadowCoordinate;
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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 scaleMatrix(vec3 axis)
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{
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mat4 matrix = identityMatrix();
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matrix[0][0] = axis.x;
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matrix[1][1] = axis.y;
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matrix[2][2] = axis.z;
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return matrix;
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}
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mat4 translationMatrix(vec3 axis)
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{
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mat4 matrix = identityMatrix();
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matrix[3] = vec4(axis, 1.0);
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return matrix;
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}
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void emitHexagonVertex(int index, vec3 translation, float fdsq)
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{
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mat4 projectionMatrix;
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mat4 shadowMatrix;
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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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mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
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vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
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// Apply our transform operations.
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pos = transform[index] * pos;
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v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
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v_normal.z *= fdsq;
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gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
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shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
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v_texturePosition = g_texturePosition[index];
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EmitVertex();
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}
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void main()
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{
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const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
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const vec3 noTranslation = vec3(0.0, 0.0, 0.0);
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if (gl_in[0].gl_Position == invalidPosition)
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return;
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// Draw “walls” to the hexagons.
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if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) {
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const vec3 translation = vec3(0.0, 0.0, -0.02);
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emitHexagonVertex(2, noTranslation, 0.3);
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emitHexagonVertex(2, translation, 0.3);
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for (int i = 0; i < 3; ++i) {
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emitHexagonVertex(i, noTranslation, 0.3);
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emitHexagonVertex(i, translation, 0.3);
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}
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EndPrimitive();
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}
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// Draw the main quad part.
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for (int i = 0; i < 3; ++i) {
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emitHexagonVertex(i, noTranslation, 1.0);
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}
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EndPrimitive();
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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