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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;
- in vec3 a_normal;
- in vec2 a_texCoord;
- in float tileInfo;
- uniform mat4 u_modelViewMatrix;
- uniform mat4 u_sceneTransformMatrix;
- uniform mat4 u_primitiveTransformMatrix;
- uniform mat4 u_operationsTransformMatrix;
- uniform float time;
- uniform ivec2 numTiles;
- uniform sampler2D permTexture;
- uniform float slide;
- // Workaround for Intel's Windows driver, to prevent optimisation breakage.
- uniform float zero;
- out vec2 g_texturePosition;
- out vec3 g_normal;
- out mat4 modelViewMatrix;
- out mat4 transform;
- out float nTime;
- out float startTime;
- out float endTime;
- float snoise(vec2 p)
- {
- return texture(permTexture, p).r;
- }
- 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)
- {
- mat4 matrix = identityMatrix();
- matrix[3] = vec4(axis, 1.0);
- return matrix;
- }
- 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 )
- {
- // Each tile moves during only half of the transition. The leftmost
- // tiles start moving at the start and arrive at their end
- // position around time=0.5, when the tiles there (the rightmost
- // ones) start moving. (The exact time each tile is moving is
- // fuzzed a bit to make a more random appearance.)
- // In GLSL 1.20 we don't have any bitwise operators, sigh
- int tileXIndex = int(mod(int(tileInfo), 256));
- int tileYIndex = int(mod(int(tileInfo) / 256, 256));
- // A semi-random number 0..1, different for neighbouring tiles, to know when they should start moving.
- float startTimeFuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1)));
- // A semi-random number -1.5..1.5, different for neighbouring tiles, to specify their rotation center.
- // The additional 0.5 on each side is because we want some tiles to rotate outside.
- float rotationFuzz = snoise(vec2(float(numTiles.x + tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))) * 3.0 - 1.5;
- startTime = float(tileXIndex)/(numTiles.x-1) * 0.2 + startTimeFuzz * 0.2;
- endTime = min(startTime + 0.7, 1.0);
- bool isLeavingSlide = (slide < 0.5);
- const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
- // Don’t display the tile before or after its rotation, depending on the slide.
- if (!isLeavingSlide)
- {
- if (time < max(0.3, startTime))
- {
- gl_Position = invalidPosition;
- return;
- }
- nTime = 1.0 - time;
- }
- else
- {
- if (time > endTime)
- {
- gl_Position = invalidPosition;
- return;
- }
- nTime = time;
- }
- transform = identityMatrix();
- if (nTime > startTime && nTime <= endTime)
- {
- // We are in the rotation part.
- float rotation = (nTime - startTime) / (endTime - startTime);
- if (isLeavingSlide)
- rotation *= -1.0;
- if (rotation < -0.5 || rotation > 0.5) {
- gl_Position = invalidPosition;
- return;
- }
- // Translation vector to set the origin of the rotation.
- vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0);
- // Compute the actual rotation matrix.
- // Intel's Windows driver gives a wrong matrix when all operations are done at once.
- if (zero < 1.0)
- transform = translationMatrix(translationVector) * transform;
- if (zero < 2.0)
- transform = rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * transform;
- if (zero < 3.0)
- transform = translationMatrix(-translationVector) * transform;
- }
- modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
- gl_Position = vec4(a_position, 1.0);
- g_texturePosition = a_texCoord;
- g_normal = a_normal;
- }
- /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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