diff options
author | Emmanuel Gil Peyrot <emmanuel.peyrot@collabora.com> | 2016-02-09 09:27:47 +0000 |
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committer | Michael Meeks <michael.meeks@collabora.com> | 2016-02-09 17:02:46 +0000 |
commit | 0c14c7babb71588fd93c1adccf4a99bf1b65dbd3 (patch) | |
tree | 9b6dbc38f7df6f9afe361d9f3fa4dfe543b5d803 /slideshow/opengl/vortexVertexShader.glsl | |
parent | 882d27fce20ee0537f785a619be1dd065ea6bbca (diff) |
slideshow: Add shadows to the Vortex transition
These are done using a shadow mapping technique, we render both slides
from the point of view of the light, and then do a second pass in which
we lower the light of the fragment if some other cube is above it.
Change-Id: I8aaa1428c4481661283bf69b5e56aa4d95fb80dd
Reviewed-on: https://gerrit.libreoffice.org/22232
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
Diffstat (limited to 'slideshow/opengl/vortexVertexShader.glsl')
-rw-r--r-- | slideshow/opengl/vortexVertexShader.glsl | 19 |
1 files changed, 13 insertions, 6 deletions
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index 603c62960f2a..9bab2d9e0397 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -16,6 +16,7 @@ in vec3 a_normal; in vec2 a_texCoord; in float tileInfo; +uniform mat4 u_projectionMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_sceneTransformMatrix; uniform mat4 u_primitiveTransformMatrix; @@ -25,10 +26,15 @@ uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; uniform float slide; +uniform float shadow; +uniform mat4 orthoProjectionMatrix; +uniform mat4 orthoViewMatrix; out vec2 g_texturePosition; out vec3 g_normal; +out mat4 projectionMatrix; out mat4 modelViewMatrix; +out mat4 shadowMatrix; out mat4 transform; out float nTime; out float startTime; @@ -134,13 +140,14 @@ void main( void ) * rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * translationMatrix(-translationVector) * transform; + } - // Add a translation movement to the leaving slide so it doesn’t exactly mirror the entering one. - if (isLeavingSlide && nTime > 0.3) - { - float movement = smoothstep(0.0, 1.0, (nTime - 0.3) * 2.0); - transform = translationMatrix(vec3(-movement, 0.0, -0.5 * movement)) * transform; - } + if (shadow < 0.5) { + projectionMatrix = u_projectionMatrix; + shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; + } else { + projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; + shadowMatrix = mat4(0.0); } modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; |