office-gobmx/slideshow/opengl/glitterVertexShader.glsl
Javiya Vivekkumar Dineshbhai d5c5732ada Remove unused 'numTiles' from glitter vertex shader
The 'numTiles' variable is not being used in the vertex shader. To test this PR, apply the Glitter transition. If it works as expected, then the change is successful.

Signed-off-by: Javiya Vivekkumar Dineshbhai <vivek.javiya@collabora.com>
Change-Id: Ia1f833e6009b1f8c774329945ba260d20b8c9f64
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/168222
Tested-by: Jenkins
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
2024-06-03 15:18:08 +02:00

127 lines
4.5 KiB
GLSL
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* -*- 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 120
#define M_PI 3.1415926535897932384626433832795
attribute vec3 a_position;
attribute vec3 a_normal;
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
uniform mat4 u_primitiveTransformMatrix;
uniform mat4 u_operationsTransformMatrix;
varying vec2 v_texturePosition;
varying vec3 v_normal;
attribute vec3 center;
uniform float time;
uniform sampler2D permTexture;
varying float angle;
#if __VERSION__ < 140
mat4 inverse(mat4 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
float b00 = a00 * a11 - a01 * a10;
float b01 = a00 * a12 - a02 * a10;
float b02 = a00 * a13 - a03 * a10;
float b03 = a01 * a12 - a02 * a11;
float b04 = a01 * a13 - a03 * a11;
float b05 = a02 * a13 - a03 * a12;
float b06 = a20 * a31 - a21 * a30;
float b07 = a20 * a32 - a22 * a30;
float b08 = a20 * a33 - a23 * a30;
float b09 = a21 * a32 - a22 * a31;
float b10 = a21 * a33 - a23 * a31;
float b11 = a22 * a33 - a23 * a32;
float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
return mat4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00) / det;
}
#endif
float snoise(vec2 p)
{
return texture2D(permTexture, p).r;
}
mat4 translationMatrix(vec3 axis)
{
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,
axis.x, axis.y, axis.z, 1.0);
}
mat4 rotationMatrix(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
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,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
void main( void )
{
vec2 pos = (center.xy + 1.0) / 2.0;
// 0..1 pseudo-random value used to randomize the tiles start time.
float fuzz = snoise(pos);
float startTime = pos.x * 0.5 + fuzz * 0.25;
float endTime = startTime + 0.25;
// Scale the transition time to minimize the time a tile will stay black.
float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
if (transitionTime < 0.5)
transitionTime = transitionTime / 2.0;
else
transitionTime = (transitionTime / 2.0) + 0.5;
angle = transitionTime * M_PI * 2.0;
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center);
mat3 normalMatrix = mat3(transpose(inverse(transformMatrix)));
gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0);
v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0);
v_normal = normalize(normalMatrix * a_normal);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */