/* -*- 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 layout(triangles) in; layout(triangle_strip, max_vertices=11) out; in vec2 g_texturePosition[]; in vec3 g_normal[]; in mat4 modelViewMatrix[]; in mat4 transform[]; in float nTime[]; in float startTime[]; in float endTime[]; uniform mat4 u_projectionMatrix; out vec2 v_texturePosition; out vec3 v_normal; void emitHexagonVertex(int index, vec3 translation, float fdsq) { mat4 normalMatrix = transpose(inverse(modelViewMatrix[index])); vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0); // Apply our transform operations. pos = transform[index] * pos; v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0))); v_normal.z *= fdsq; gl_Position = u_projectionMatrix * modelViewMatrix[index] * pos; v_texturePosition = g_texturePosition[index]; EmitVertex(); } void main() { const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); const vec3 noTranslation = vec3(0.0, 0.0, 0.0); if (gl_in[0].gl_Position == invalidPosition) return; // Draw “walls” to the hexagons. if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) { const vec3 translation = vec3(0.0, 0.0, -0.02); emitHexagonVertex(2, noTranslation, 0.3); emitHexagonVertex(2, translation, 0.3); for (int i = 0; i < 3; ++i) { emitHexagonVertex(i, noTranslation, 0.3); emitHexagonVertex(i, translation, 0.3); } EndPrimitive(); } // Draw the main quad part. for (int i = 0; i < 3; ++i) { emitHexagonVertex(i, noTranslation, 1.0); } EndPrimitive(); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */