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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-02-24 20:21:13 +0000
committerTomaž Vajngerl <quikee@gmail.com>2016-02-25 11:16:45 +0000
commit3ed1e68a79e8dcc623eb9165577e0571cebf4709 (patch)
tree38b036104201c6888b3f6f49be4ac1fb3e256196 /slideshow/opengl/vortexFragmentShader.glsl
parent1a9b62dc661a26c02db34ab5075b4e209a70b196 (diff)
slideshow: Blur the shadows the further they are from the object
Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7 Reviewed-on: https://gerrit.libreoffice.org/22678 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'slideshow/opengl/vortexFragmentShader.glsl')
-rw-r--r--slideshow/opengl/vortexFragmentShader.glsl46
1 files changed, 40 insertions, 6 deletions
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
index a3f8191eeb78..6bcdfc5dab22 100644
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ b/slideshow/opengl/vortexFragmentShader.glsl
@@ -18,15 +18,49 @@ in vec3 v_normal;
in vec4 shadowCoordinate;
void main() {
+ const vec2 samplingPoints[9] = vec2[](
+ vec2(0, 0),
+ vec2(-1, -1),
+ vec2(-1, 0),
+ vec2(-1, 1),
+ vec2(0, 1),
+ vec2(1, 1),
+ vec2(1, 0),
+ vec2(1, -1),
+ vec2(0, -1)
+ );
+
+ // Compute the shadow...
+ float visibility = 1.0;
+ const float epsilon = 0.0001;
+
+ // for the leaving slide,
+ {
+ float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05;
+ }
+ }
+ }
+
+ // and for entering slide.
+ {
+ float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r;
+ float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
+ for (int i = 0; i < 9; ++i) {
+ vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
+ if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
+ visibility -= 0.05;
+ }
+ }
+ }
+
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = max(dot(lightVector, v_normal), 0.0);
vec4 fragment = texture(slideTexture, v_texturePosition);
- float visibility = 1.0;
- const float epsilon = 0.0001;
- if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
- visibility *= 0.7;
- if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
- visibility *= 0.7;
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
gl_FragColor = mix(black, fragment, visibility * light);
}