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/* -*- 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=27) out;
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in mat4 projectionMatrix[];
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in mat4 modelViewMatrix[];
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in mat4 shadowMatrix[];
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uniform float hexagonSize;
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uniform sampler2D permTexture;
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out vec2 texturePosition;
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out float fuzz;
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out vec2 v_center;
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out vec3 normal;
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out vec4 shadowCoordinate;
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const float expandFactor = 0.0318;
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float snoise(vec2 p)
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{
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return texture(permTexture, p).r;
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}
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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(vec3 center, vec2 translation)
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{
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vec4 pos = vec4(center + hexagonSize * expandFactor * vec3(translation, 0.0), 1.0);
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gl_Position = projectionMatrix[0] * modelViewMatrix[0] * pos;
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shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[0] * modelViewMatrix[0] * pos;
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texturePosition = vec2((pos.x + 1), (1 - pos.y)) / 2;
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EmitVertex();
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}
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void main()
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{
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const vec2 translateVectors[6] = vec2[](
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vec2(-3, -2),
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vec2(0, -4),
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vec2(3, -2),
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vec2(3, 2),
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vec2(0, 4),
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vec2(-3, 2)
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);
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vec3 center = gl_in[0].gl_Position.xyz;
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v_center = (1 + center.xy) / 2;
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fuzz = snoise(center.xy);
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// Draw “walls” to the hexagons.
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if (hexagonSize < 1.0) {
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vec3 rearCenter = vec3(center.xy, -0.3);
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normal = vec3(0.0, 0.0, 0.3);
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emitHexagonVertex(center, translateVectors[5]);
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emitHexagonVertex(rearCenter, translateVectors[5]);
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for (int i = 0; i < 6; ++i) {
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emitHexagonVertex(center, translateVectors[i]);
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emitHexagonVertex(rearCenter, translateVectors[i]);
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}
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EndPrimitive();
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}
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// Draw the main hexagon part.
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normal = vec3(0.0, 0.0, 1.0);
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emitHexagonVertex(center, translateVectors[5]);
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for (int i = 0; i < 6; ++i) {
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emitHexagonVertex(center, translateVectors[i]);
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emitHexagonVertex(center, vec2(0.0, 0.0));
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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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