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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 120
- #define M_PI 3.1415926535897932384626433832795
- uniform sampler2D leavingSlideTexture;
- uniform sampler2D enteringSlideTexture;
- uniform float time;
- uniform vec2 center;
- uniform float slideRatio;
- varying vec2 v_texturePosition;
- // This function returns the distance between two points, taking into account the slide ratio.
- float betterDistance(vec2 p1, vec2 p2)
- {
- p1.x *= slideRatio;
- p2.x *= slideRatio;
- return distance(p1, p2);
- }
- void main()
- {
- const float w = 0.5;
- const float v = 0.1;
- // Distance from this fragment to the center, in slide coordinates.
- float dist = betterDistance(center, v_texturePosition);
- // We want the ripple to span all of the slide at the end of the transition.
- float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio));
- // Interpolate the distance to the center in function of the time.
- float mixed = smoothstep(t*w-v, t*w+v, dist);
- // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already.
- vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0;
- vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time);
- // Get the final position we will sample from.
- vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed);
- // Sample from the textures and mix that together.
- vec4 leaving = texture2D(leavingSlideTexture, pos);
- vec4 entering = texture2D(enteringSlideTexture, pos);
- gl_FragColor = mix(entering, leaving, mixed);
- }
- /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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