/* -*- 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/. */ #define M_PI 3.1415926535897932384626433832795 uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; attribute vec2 tileCenter; attribute int tileXIndex; attribute int tileYIndex; attribute int vertexIndexInTile; varying vec2 v_texturePosition; varying float v_textureSelect; float snoise(vec2 p) { return texture2D(permTexture, p).r; } 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 ) { vec4 v = gl_Vertex; // Of course this is nothing like what it will eventually be; just // experimenting to get at least something. // Move the tile on a semicircular path so that it will end up at the correct place // Move half the tiles one way, half the other. // Each tile moves during only half of the transition. The letmost // tiles start moving immediately and arrive at their end position // at time=0.5, when the tiles there (the rightmost ones) start // moving. float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5; float endTime = startTime + 0.5; if (time <= startTime) { // Still at start location, nothing needed v_textureSelect = 0; } else if (time > startTime && time <= endTime) { // Moving float moveTime = (time - startTime) * 2; // First: Rotate the tile around its Y axis, // It rotates 180 degrees during the transition. // Translate to origin, rotate. v -= vec4(tileCenter, 0, 0); // A semi-random number 0..1, different for neighbouring tiles float fuzz = snoise(256*vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))); float rotation = moveTime; // experiment: perturb rotation a bit randomly // rotation = moveTime - fuzz*(0.5-abs(time - 0.5)); v = rotationMatrix(vec3(0, 1, 0), rotation*M_PI) * v; v.x += tileCenter.x * cos(moveTime*M_PI); v.y += tileCenter.y; v.z += (fuzz < 0.5 ? -1 : 1) * tileCenter.x * sin(moveTime*M_PI); // Perturb z a bit randomly v.z += ((((tileXIndex << 3) ^ tileYIndex) % 10) - 5) * (1 - abs(time-0.5)*2); v_textureSelect = float(rotation > 0.5); } else { // At end location. Tile is 180 degrees rotated v -= vec4(tileCenter, 0, 0); v = rotationMatrix(vec3(0, 1, 0), M_PI) * v; v += vec4(-tileCenter.x, tileCenter.y, 0, 0); v_textureSelect = 1; } gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v; v_texturePosition = gl_MultiTexCoord0.xy; } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */