file-online-preview/server/libreoffice/program/opengl/vortexVertexShader.glsl

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2021-06-23 02:26:22 +00:00
/* -*- 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);
// Dont 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: */