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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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uniform sampler2D slideTexture;
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uniform sampler2D leavingShadowTexture;
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uniform sampler2D enteringShadowTexture;
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in vec2 v_texturePosition;
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in vec3 v_normal;
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in vec4 shadowCoordinate;
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void main() {
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const vec2 samplingPoints[9] = vec2[](
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vec2(0, 0),
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vec2(-1, -1),
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vec2(-1, 0),
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vec2(-1, 1),
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vec2(0, 1),
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vec2(1, 1),
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vec2(1, 0),
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vec2(1, -1),
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vec2(0, -1)
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);
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// Compute the shadow...
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float visibility = 1.0;
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const float epsilon = 0.0001;
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// for the leaving slide,
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{
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float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r;
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float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
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for (int i = 0; i < 9; ++i) {
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vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
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if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
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visibility -= 0.05;
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}
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}
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}
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// and for entering slide.
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{
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float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r;
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float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
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for (int i = 0; i < 9; ++i) {
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vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
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if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
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visibility -= 0.05;
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}
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}
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}
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vec3 lightVector = vec3(0.0, 0.0, 1.0);
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float light = max(dot(lightVector, v_normal), 0.0);
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vec4 fragment = texture(slideTexture, v_texturePosition);
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vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
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gl_FragColor = mix(black, fragment, visibility * light);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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