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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
- #define M_PI 3.1415926535897932384626433832795
- in vec3 a_position;
- uniform mat4 u_projectionMatrix;
- uniform mat4 u_modelViewMatrix;
- uniform mat4 u_sceneTransformMatrix;
- uniform mat4 u_primitiveTransformMatrix;
- uniform mat4 u_operationsTransformMatrix;
- uniform float time;
- uniform float selectedTexture;
- uniform float shadow;
- uniform mat4 orthoProjectionMatrix;
- uniform mat4 orthoViewMatrix;
- // Workaround for Intel's Windows driver, to prevent optimisation breakage.
- uniform float zero;
- out mat4 projectionMatrix;
- out mat4 modelViewMatrix;
- out mat4 shadowMatrix;
- mat4 identityMatrix(void)
- {
- 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,
- 0.0, 0.0, 0.0, 1.0);
- }
- 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 scaleMatrix(vec3 axis)
- {
- return mat4(axis.x, 0.0, 0.0, 0.0,
- 0.0, axis.y, 0.0, 0.0,
- 0.0, 0.0, axis.z, 0.0,
- 0.0, 0.0, 0.0, 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 )
- {
- mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
- mat4 transformMatrix = identityMatrix();
- // TODO: use the aspect ratio of the slide instead.
- mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1));
- mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1));
- // These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug.
- if (selectedTexture > 0.5) {
- // Leaving texture
- if (zero < 1.0)
- transformMatrix = invertSlideScaleMatrix * transformMatrix;
- if (zero < 2.0)
- transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix;
- if (zero < 3.0)
- transformMatrix = slideScaleMatrix * transformMatrix;
- if (zero < 4.0)
- transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix;
- if (zero < 5.0)
- transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix;
- } else {
- // Entering texture
- if (zero < 1.0)
- transformMatrix = invertSlideScaleMatrix * transformMatrix;
- if (zero < 2.0)
- transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix;
- if (zero < 3.0)
- transformMatrix = slideScaleMatrix * transformMatrix;
- if (zero < 4.0)
- transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix;
- }
- if (shadow < 0.5) {
- projectionMatrix = u_projectionMatrix;
- shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
- } else {
- projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
- shadowMatrix = mat4(0.0);
- }
- modelViewMatrix = nmodelViewMatrix * transformMatrix;
- gl_Position = vec4(a_position, 1.0);
- }
- /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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