129 lines
4.5 KiB
Java
129 lines
4.5 KiB
Java
/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#version 120
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#define M_PI 3.1415926535897932384626433832795
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attribute vec3 a_position;
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attribute vec3 a_normal;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_sceneTransformMatrix;
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uniform mat4 u_primitiveTransformMatrix;
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uniform mat4 u_operationsTransformMatrix;
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varying vec2 v_texturePosition;
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varying vec3 v_normal;
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attribute vec3 center;
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uniform float time;
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uniform ivec2 numTiles;
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uniform sampler2D permTexture;
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varying float angle;
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#if __VERSION__ < 140
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mat4 inverse(mat4 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
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float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
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float b00 = a00 * a11 - a01 * a10;
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float b01 = a00 * a12 - a02 * a10;
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float b02 = a00 * a13 - a03 * a10;
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float b03 = a01 * a12 - a02 * a11;
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float b04 = a01 * a13 - a03 * a11;
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float b05 = a02 * a13 - a03 * a12;
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float b06 = a20 * a31 - a21 * a30;
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float b07 = a20 * a32 - a22 * a30;
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float b08 = a20 * a33 - a23 * a30;
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float b09 = a21 * a32 - a22 * a31;
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float b10 = a21 * a33 - a23 * a31;
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float b11 = a22 * a33 - a23 * a32;
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float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
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return mat4(
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a11 * b11 - a12 * b10 + a13 * b09,
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a02 * b10 - a01 * b11 - a03 * b09,
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a31 * b05 - a32 * b04 + a33 * b03,
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a22 * b04 - a21 * b05 - a23 * b03,
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a12 * b08 - a10 * b11 - a13 * b07,
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a00 * b11 - a02 * b08 + a03 * b07,
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a32 * b02 - a30 * b05 - a33 * b01,
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a20 * b05 - a22 * b02 + a23 * b01,
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a10 * b10 - a11 * b08 + a13 * b06,
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a01 * b08 - a00 * b10 - a03 * b06,
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a30 * b04 - a31 * b02 + a33 * b00,
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a21 * b02 - a20 * b04 - a23 * b00,
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a11 * b07 - a10 * b09 - a12 * b06,
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a00 * b09 - a01 * b07 + a02 * b06,
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a31 * b01 - a30 * b03 - a32 * b00,
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a20 * b03 - a21 * b01 + a22 * b00) / det;
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}
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#endif
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float snoise(vec2 p)
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{
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return texture2D(permTexture, p).r;
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}
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mat4 translationMatrix(vec3 axis)
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{
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return mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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axis.x, axis.y, axis.z, 1.0);
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}
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mat4 rotationMatrix(vec3 axis, float angle)
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{
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axis = normalize(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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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,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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void main( void )
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{
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vec2 pos = (center.xy + 1.0) / 2.0;
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// 0..1 pseudo-random value used to randomize the tile’s start time.
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float fuzz = snoise(pos);
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float startTime = pos.x * 0.5 + fuzz * 0.25;
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float endTime = startTime + 0.25;
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// Scale the transition time to minimize the time a tile will stay black.
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float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
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if (transitionTime < 0.5)
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transitionTime = transitionTime / 2.0;
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else
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transitionTime = (transitionTime / 2.0) + 0.5;
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angle = transitionTime * M_PI * 2.0;
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mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center);
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mat3 normalMatrix = mat3(transpose(inverse(transformMatrix)));
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gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0);
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v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0);
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v_normal = normalize(normalMatrix * a_normal);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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