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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-01-05 15:19:11 +0100
committerTor Lillqvist <tml@collabora.com>2016-01-07 08:40:35 +0000
commit97e2cc532644a1a7cbbae049f37bc3ac098e94ac (patch)
tree316fee7b40db60728ba24d58dbea2d28172ada3a /slideshow/opengl/glitterVertexShader.glsl
parent0ce849354352e353561c9ba9c5b8d76d47d9d120 (diff)
OpenGL transitions: squashed 5 commits into this one
vcl: Ignore i965’s shader compiler debug (cherry picked from commit 928fe134ff6ea85f732b36a1ab11336f1d829531) slideshow: Fix a few issues in the Glitter transition Remove an unused variable, add comments, reduce the time a tile stays black, and don’t rely on implicit casts of integers into floats. (cherry picked from commit 22480b20130d10f4691cdf0a658040be7f36e47b) slideshow: Improve the Ripple transition to match PowerPoint better (cherry picked from commit 1d411cad5a7d78ead8cffb5da522f1e0fba31187) slideshow: Improve the Vortex transition to match PowerPoint better (cherry picked from commit d886fef25c5978dd4b07fa0e3ce2402874a6c29a) slideshow: Define inverse() to bring back the GLSL version to 1.20 (cherry picked from commit a301da7cb6c562cd21983d9b3b34dc01235a82a5) Change-Id: Ifd33ae982b762af3ea8d88b2b2de259aabeebc9a Reviewed-on: https://gerrit.libreoffice.org/21116 Reviewed-by: Tor Lillqvist <tml@collabora.com> Tested-by: Tor Lillqvist <tml@collabora.com>
Diffstat (limited to 'slideshow/opengl/glitterVertexShader.glsl')
-rw-r--r--slideshow/opengl/glitterVertexShader.glsl65
1 files changed, 57 insertions, 8 deletions
diff --git a/slideshow/opengl/glitterVertexShader.glsl b/slideshow/opengl/glitterVertexShader.glsl
index 9fdaf2999a14..3704efdab90e 100644
--- a/slideshow/opengl/glitterVertexShader.glsl
+++ b/slideshow/opengl/glitterVertexShader.glsl
@@ -7,7 +7,7 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
-#version 130
+#version 120
#define M_PI 3.1415926535897932384626433832795
@@ -29,6 +29,49 @@ uniform ivec2 numTiles;
uniform sampler2D permTexture;
varying float angle;
+#if __VERSION__ < 140
+mat4 inverse(mat4 m)
+{
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
+ float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
+
+ float b00 = a00 * a11 - a01 * a10;
+ float b01 = a00 * a12 - a02 * a10;
+ float b02 = a00 * a13 - a03 * a10;
+ float b03 = a01 * a12 - a02 * a11;
+ float b04 = a01 * a13 - a03 * a11;
+ float b05 = a02 * a13 - a03 * a12;
+ float b06 = a20 * a31 - a21 * a30;
+ float b07 = a20 * a32 - a22 * a30;
+ float b08 = a20 * a33 - a23 * a30;
+ float b09 = a21 * a32 - a22 * a31;
+ float b10 = a21 * a33 - a23 * a31;
+ float b11 = a22 * a33 - a23 * a32;
+
+ float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+ return mat4(
+ a11 * b11 - a12 * b10 + a13 * b09,
+ a02 * b10 - a01 * b11 - a03 * b09,
+ a31 * b05 - a32 * b04 + a33 * b03,
+ a22 * b04 - a21 * b05 - a23 * b03,
+ a12 * b08 - a10 * b11 - a13 * b07,
+ a00 * b11 - a02 * b08 + a03 * b07,
+ a32 * b02 - a30 * b05 - a33 * b01,
+ a20 * b05 - a22 * b02 + a23 * b01,
+ a10 * b10 - a11 * b08 + a13 * b06,
+ a01 * b08 - a00 * b10 - a03 * b06,
+ a30 * b04 - a31 * b02 + a33 * b00,
+ a21 * b02 - a20 * b04 - a23 * b00,
+ a11 * b07 - a10 * b09 - a12 * b06,
+ a00 * b09 - a01 * b07 + a02 * b06,
+ a31 * b01 - a30 * b03 - a32 * b00,
+ a20 * b03 - a21 * b01 + a22 * b00) / det;
+}
+#endif
+
float snoise(vec2 p)
{
return texture2D(permTexture, p).r;
@@ -57,22 +100,28 @@ mat4 rotationMatrix(vec3 axis, float angle)
void main( void )
{
- // There are 18 vertices in an hexagon
- int instanceID = gl_VertexID / 18;
+ vec2 pos = (center.xy + 1.0) / 2.0;
- vec2 pos = (center.xy + 1) / 2;
+ // 0..1 pseudo-random value used to randomize the tile’s start time.
float fuzz = snoise(pos);
+
float startTime = pos.x * 0.5 + fuzz * 0.25;
float endTime = startTime + 0.25;
- float actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
- angle = actualTime * M_PI * 2;
+
+ // Scale the transition time to minimize the time a tile will stay black.
+ float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
+ if (transitionTime < 0.5)
+ transitionTime = transitionTime * 0.3 / 0.5;
+ else
+ transitionTime = (transitionTime * 0.3 / 0.5) + 0.4;
+ angle = transitionTime * M_PI * 2.0;
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
- mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0, 1, 0), angle) * translationMatrix(-center);
+ mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center);
mat3 normalMatrix = mat3(transpose(inverse(transformMatrix)));
gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0);
- v_texturePosition = vec2((a_position.x + 1) / 2, (1 - a_position.y) / 2);
+ v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0);
v_normal = normalize(normalMatrix * a_normal);
}