update
This commit is contained in:
@@ -0,0 +1,108 @@
|
||||
/* -*- 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
|
||||
|
||||
in vec2 texturePosition;
|
||||
in float fuzz;
|
||||
in vec2 v_center;
|
||||
in vec3 normal;
|
||||
in vec4 shadowCoordinate;
|
||||
|
||||
uniform sampler2D slideTexture;
|
||||
uniform sampler2D colorShadowTexture;
|
||||
uniform sampler2D depthShadowTexture;
|
||||
uniform float selectedTexture;
|
||||
uniform float time;
|
||||
uniform float hexagonSize;
|
||||
|
||||
bool isBorder(vec2 point)
|
||||
{
|
||||
return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 samplingPoints[9] = vec2[](
|
||||
vec2(0, 0),
|
||||
vec2(-1, -1),
|
||||
vec2(-1, 0),
|
||||
vec2(-1, 1),
|
||||
vec2(0, 1),
|
||||
vec2(1, 1),
|
||||
vec2(1, 0),
|
||||
vec2(1, -1),
|
||||
vec2(0, -1)
|
||||
);
|
||||
|
||||
vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0);
|
||||
vec3 lightVector = vec3(0.0, 0.0, 1.0);
|
||||
float light = max(dot(lightVector, normal), 0.0);
|
||||
if (hexagonSize > 1.0) {
|
||||
// The space in-between hexagons.
|
||||
if (selectedTexture > 0.5)
|
||||
fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.;
|
||||
else
|
||||
fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.;
|
||||
} else {
|
||||
// The hexagons themselves.
|
||||
|
||||
float startTime;
|
||||
float actualTime;
|
||||
if (selectedTexture > 0.5) {
|
||||
// Leaving slide.
|
||||
if (isBorder(v_center))
|
||||
// If the center is “outside” of the canvas, clear it first.
|
||||
startTime = 0.15;
|
||||
else
|
||||
startTime = 0.15 + fuzz * 0.4;
|
||||
float endTime = startTime + 0.05;
|
||||
actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1);
|
||||
} else {
|
||||
// Entering slide.
|
||||
if (isBorder(v_center))
|
||||
// If the center is “outside” of the canvas, clear it first.
|
||||
startTime = 0.85;
|
||||
else
|
||||
startTime = 0.3 + fuzz * 0.4;
|
||||
float endTime = startTime + 0.05;
|
||||
actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
|
||||
if (time < 0.8)
|
||||
actualTime *= time / 0.8;
|
||||
}
|
||||
|
||||
if (selectedTexture > 0.5) {
|
||||
// Leaving texture needs to be transparent to see-through.
|
||||
fragment.a = actualTime;
|
||||
} else {
|
||||
// Entering one though, would look weird with transparency.
|
||||
fragment.rgb *= actualTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the shadow.
|
||||
float visibility = 1.0;
|
||||
const float epsilon = 0.0001;
|
||||
if (selectedTexture < 0.5) {
|
||||
float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z;
|
||||
float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
|
||||
// Only the entering slide.
|
||||
for (int i = 0; i < 9; ++i) {
|
||||
vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
|
||||
if (depthShadow < shadowCoordinate.z - epsilon) {
|
||||
visibility -= 0.05 * texture(colorShadowTexture, coordinate).a;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
|
||||
gl_FragColor = mix(black, fragment, visibility * light);
|
||||
}
|
||||
|
||||
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|
||||
Reference in New Issue
Block a user