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/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* Copyright 2008 by Sun Microsystems, Inc.
*
* OpenOffice.org - a multi-platform office productivity suite
*
* This file is part of OpenOffice.org.
*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
*
* OpenOffice.org is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
*
************************************************************************/
#define M_PI 3.1415926535897932384626433832795
uniform float time;
uniform sampler2D permTexture;
attribute vec2 center;
attribute int tileXIndex;
attribute int tileYIndex;
attribute int vertexIndexInTile;
varying vec2 v_texturePosition;
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);
}
mat4 translateMatrix(vec2 whereTo)
{
return mat4(1, 0, 0, whereTo.x,
0, 1, 0, whereTo.y,
0, 0, 1, 0,
0, 0, 0, 1);
}
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.
v -= vec4(center, 0, 0);
if (time <= 0.5)
v = rotationMatrix(vec3(0, 1, 0), time*M_PI) * v;
else
v = rotationMatrix(vec3(0, 1, 0), -(1-time)*M_PI) * v;
v += vec4(center, 0, 0);
// v.z += 10 * (snoise(vec2(tileXIndex, tileYIndex))-0.5) * (1 - abs(time-0.5)*2);
v.z += ((((tileXIndex << 3) ^ tileYIndex) % 10) - 5) * (1 - abs(time-0.5)*2) + 0*vertexIndexInTile;
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * v;
v_texturePosition = gl_MultiTexCoord0.xy;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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