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