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author | Emmanuel Gil Peyrot <emmanuel.peyrot@collabora.com> | 2015-12-09 21:39:34 +0000 |
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committer | Tomaž Vajngerl <tomaz.vajngerl@collabora.com> | 2015-12-11 15:29:01 +0100 |
commit | c0b8c035db9afd6271e0382c4f10ad44d3aa0dbb (patch) | |
tree | d7611926d0b405e2b7bd31f386450137202746a2 /slideshow/opengl/honeycombVertexShader.glsl | |
parent | c5228bd0e430c3e45383939cdbd3e6dc7ee9dca6 (diff) |
slideshow: Improve the performances of the Honeycomb transition
Change-Id: Iacddc7b84bf0be8bb112cba88cc7fd36f72e7ca0
Diffstat (limited to 'slideshow/opengl/honeycombVertexShader.glsl')
-rw-r--r-- | slideshow/opengl/honeycombVertexShader.glsl | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/slideshow/opengl/honeycombVertexShader.glsl b/slideshow/opengl/honeycombVertexShader.glsl new file mode 100644 index 000000000000..b54efbdb6ccf --- /dev/null +++ b/slideshow/opengl/honeycombVertexShader.glsl @@ -0,0 +1,83 @@ +/* -*- 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; + +uniform mat4 u_projectionMatrix; +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +uniform float time; +uniform float selectedTexture; + +out mat4 modelViewProjectionMatrix; + +mat4 translationMatrix(vec3 axis) +{ + 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, + axis.x, axis.y, axis.z, 1.0); +} + +mat4 scaleMatrix(vec3 axis) +{ + return mat4(axis.x, 0.0, 0.0, 0.0, + 0.0, axis.y, 0.0, 0.0, + 0.0, 0.0, axis.z, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +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 ) +{ + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat4 transformMatrix; + + // TODO: use the aspect ratio of the slide instead. + mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1)); + mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1)); + + if (selectedTexture > 0.5) { + // Leaving texture + transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) + * scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) + * slideScaleMatrix + * rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) + * invertSlideScaleMatrix; + } else { + // Entering texture + transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) + * slideScaleMatrix + * rotationMatrix(vec3(0.0, 0.0, 1.0), pow(time - 1, 2) * M_PI) + * invertSlideScaleMatrix; + } + modelViewProjectionMatrix = u_projectionMatrix * modelViewMatrix * transformMatrix; + gl_Position = vec4(a_position, 1.0); +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |