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/* -*- 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

in vec2 texturePosition;
in float fuzz;
in vec2 v_center;
in vec3 normal;
in vec4 shadowCoordinate;

uniform sampler2D slideTexture;
uniform sampler2D colorShadowTexture;
uniform sampler2D depthShadowTexture;
uniform float selectedTexture;
uniform float time;
uniform float hexagonSize;

bool isBorder(vec2 point)
{
    return point.x < 0.02 || point.x > 0.98 || point.y < 0.02 || point.y > 0.98;
}

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)
    );

    vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0);
    vec3 lightVector = vec3(0.0, 0.0, 1.0);
    float light = max(dot(lightVector, normal), 0.0);
    if (hexagonSize > 1.0) {
        // The space in-between hexagons.
        if (selectedTexture > 0.5)
            fragment.a = 1.0 - time * 8 + gl_FragCoord.x / 1024.;
        else
            fragment.a = time * 8 - 7.3 + gl_FragCoord.x / 1024.;
    } else {
        // The hexagons themselves.

        float startTime;
        float actualTime;
        if (selectedTexture > 0.5) {
            // Leaving slide.
            if (isBorder(v_center))
                // If the center is “outside” of the canvas, clear it first.
                startTime = 0.15;
            else
                startTime = 0.15 + fuzz * 0.4;
            float endTime = startTime + 0.05;
            actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1);
        } else {
            // Entering slide.
            if (isBorder(v_center))
                // If the center is “outside” of the canvas, clear it first.
                startTime = 0.85;
            else
                startTime = 0.3 + fuzz * 0.4;
            float endTime = startTime + 0.05;
            actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
            if (time < 0.8)
                actualTime *= time / 0.8;
        }

        if (selectedTexture > 0.5) {
            // Leaving texture needs to be transparent to see-through.
            fragment.a = actualTime;
        } else {
            // Entering one though, would look weird with transparency.
            fragment.rgb *= actualTime;
        }
    }

    // Compute the shadow.
    float visibility = 1.0;
    const float epsilon = 0.0001;
    if (selectedTexture < 0.5) {
        float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z;
        float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0;
        // Only the entering slide.
        for (int i = 0; i < 9; ++i) {
            vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
            if (depthShadow < shadowCoordinate.z - epsilon) {
                visibility -= 0.05 * texture(colorShadowTexture, coordinate).a;
            }
        }
    }

    vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
    gl_FragColor = mix(black, fragment, visibility * light);
}

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */

Filemanager

Name Type Size Permission Actions
areaHashCRC64TFragmentShader.glsl File 2.46 KB 0644
areaScaleFastFragmentShader.glsl File 1.54 KB 0644
areaScaleFragmentShader.glsl File 6.85 KB 0644
basicFragmentShader.glsl File 773 B 0644
basicVertexShader.glsl File 3.51 KB 0644
blendedTextureFragmentShader.glsl File 900 B 0644
blendedTextureVertexShader.glsl File 760 B 0644
combinedFragmentShader.glsl File 957 B 0644
combinedTextureFragmentShader.glsl File 1.82 KB 0644
combinedTextureVertexShader.glsl File 1015 B 0644
combinedVertexShader.glsl File 2.23 KB 0644
convolutionFragmentShader.glsl File 865 B 0644
diffTextureFragmentShader.glsl File 863 B 0644
dissolveFragmentShader.glsl File 1.71 KB 0644
dumbVertexShader.glsl File 503 B 0644
dummyVertexShader.glsl File 525 B 0644
fadeBlackFragmentShader.glsl File 916 B 0644
fadeFragmentShader.glsl File 778 B 0644
glitterFragmentShader.glsl File 1.01 KB 0644
glitterVertexShader.glsl File 4.49 KB 0644
greyscaleFragmentShader.glsl File 604 B 0644
honeycombFragmentShader.glsl File 3.41 KB 0644
honeycombGeometryShader.glsl File 2.73 KB 0644
honeycombVertexShader.glsl File 4.13 KB 0644
invert50FragmentShader.glsl File 794 B 0644
lineFragmentShader.glsl File 1.11 KB 0644
lineVertexShader.glsl File 1.25 KB 0644
linearGradientFragmentShader.glsl File 626 B 0644
linearMultiColorGradientFragmentShader.glsl File 1.3 KB 0644
linearTwoColorGradientFragmentShader.glsl File 725 B 0644
maskFragmentShader.glsl File 621 B 0644
maskedTextureFragmentShader.glsl File 730 B 0644
maskedTextureVertexShader.glsl File 670 B 0644
radialGradientFragmentShader.glsl File 639 B 0644
radialMultiColorGradientFragmentShader.glsl File 1.41 KB 0644
radialTwoColorGradientFragmentShader.glsl File 802 B 0644
rectangularMultiColorGradientFragmentShader.glsl File 1.3 KB 0644
rectangularTwoColorGradientFragmentShader.glsl File 732 B 0644
reflectionFragmentShader.glsl File 1.03 KB 0644
reflectionVertexShader.glsl File 2.72 KB 0644
replaceColorFragmentShader.glsl File 804 B 0644
rippleFragmentShader.glsl File 1.92 KB 0644
solidFragmentShader.glsl File 501 B 0644
staticFragmentShader.glsl File 2.36 KB 0644
textureFragmentShader.glsl File 558 B 0644
textureVertexShader.glsl File 584 B 0644
transformedTextureVertexShader.glsl File 752 B 0644
vortexFragmentShader.glsl File 2.07 KB 0644
vortexGeometryShader.glsl File 3.01 KB 0644
vortexVertexShader.glsl File 4.89 KB 0644