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- /* -*- 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: */
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