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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
- layout(triangles) in;
- layout(triangle_strip, max_vertices=11) out;
- uniform float shadow;
- uniform mat4 u_projectionMatrix;
- uniform mat4 orthoProjectionMatrix;
- uniform mat4 orthoViewMatrix;
- in vec2 g_texturePosition[];
- in vec3 g_normal[];
- in mat4 modelViewMatrix[];
- in mat4 transform[];
- in float nTime[];
- in float startTime[];
- in float endTime[];
- out vec2 v_texturePosition;
- out vec3 v_normal;
- out vec4 shadowCoordinate;
- 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 scaleMatrix(vec3 axis)
- {
- mat4 matrix = identityMatrix();
- matrix[0][0] = axis.x;
- matrix[1][1] = axis.y;
- matrix[2][2] = axis.z;
- return matrix;
- }
- mat4 translationMatrix(vec3 axis)
- {
- mat4 matrix = identityMatrix();
- matrix[3] = vec4(axis, 1.0);
- return matrix;
- }
- void emitHexagonVertex(int index, vec3 translation, float fdsq)
- {
- mat4 projectionMatrix;
- mat4 shadowMatrix;
- if (shadow < 0.5) {
- projectionMatrix = u_projectionMatrix;
- shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
- } else {
- projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
- shadowMatrix = mat4(0.0);
- }
- mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
- vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
- // Apply our transform operations.
- pos = transform[index] * pos;
- v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
- v_normal.z *= fdsq;
- gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
- shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
- v_texturePosition = g_texturePosition[index];
- EmitVertex();
- }
- void main()
- {
- const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
- const vec3 noTranslation = vec3(0.0, 0.0, 0.0);
- if (gl_in[0].gl_Position == invalidPosition)
- return;
- // Draw “walls” to the hexagons.
- if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) {
- const vec3 translation = vec3(0.0, 0.0, -0.02);
- emitHexagonVertex(2, noTranslation, 0.3);
- emitHexagonVertex(2, translation, 0.3);
- for (int i = 0; i < 3; ++i) {
- emitHexagonVertex(i, noTranslation, 0.3);
- emitHexagonVertex(i, translation, 0.3);
- }
- EndPrimitive();
- }
- // Draw the main quad part.
- for (int i = 0; i < 3; ++i) {
- emitHexagonVertex(i, noTranslation, 1.0);
- }
- EndPrimitive();
- }
- /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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