58 lines
1.9 KiB
Java
58 lines
1.9 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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uniform sampler2D leavingSlideTexture;
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uniform sampler2D enteringSlideTexture;
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uniform float time;
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uniform vec2 center;
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uniform float slideRatio;
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varying vec2 v_texturePosition;
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// This function returns the distance between two points, taking into account the slide ratio.
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float betterDistance(vec2 p1, vec2 p2)
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{
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p1.x *= slideRatio;
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p2.x *= slideRatio;
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return distance(p1, p2);
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}
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void main()
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{
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const float w = 0.5;
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const float v = 0.1;
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// Distance from this fragment to the center, in slide coordinates.
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float dist = betterDistance(center, v_texturePosition);
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// We want the ripple to span all of the slide at the end of the transition.
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float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio));
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// Interpolate the distance to the center in function of the time.
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float mixed = smoothstep(t*w-v, t*w+v, dist);
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// Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already.
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vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0;
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vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time);
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// Get the final position we will sample from.
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vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed);
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// Sample from the textures and mix that together.
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vec4 leaving = texture2D(leavingSlideTexture, pos);
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vec4 entering = texture2D(enteringSlideTexture, pos);
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gl_FragColor = mix(entering, leaving, mixed);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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