diff options
author | Emmanuel Gil Peyrot <emmanuel.peyrot@collabora.com> | 2016-02-24 20:21:13 +0000 |
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committer | Tomaž Vajngerl <quikee@gmail.com> | 2016-02-25 11:16:45 +0000 |
commit | 3ed1e68a79e8dcc623eb9165577e0571cebf4709 (patch) | |
tree | 38b036104201c6888b3f6f49be4ac1fb3e256196 /slideshow/opengl/honeycombFragmentShader.glsl | |
parent | 1a9b62dc661a26c02db34ab5075b4e209a70b196 (diff) |
slideshow: Blur the shadows the further they are from the object
Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7
Reviewed-on: https://gerrit.libreoffice.org/22678
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'slideshow/opengl/honeycombFragmentShader.glsl')
-rw-r--r-- | slideshow/opengl/honeycombFragmentShader.glsl | 30 |
1 files changed, 26 insertions, 4 deletions
diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl index c207203a1ce3..e4ce8e31f91e 100644 --- a/slideshow/opengl/honeycombFragmentShader.glsl +++ b/slideshow/opengl/honeycombFragmentShader.glsl @@ -29,6 +29,18 @@ bool isBorder(vec2 point) 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); @@ -73,13 +85,23 @@ void main() fragment.rgb *= actualTime; } } + + // Compute the shadow. float visibility = 1.0; const float epsilon = 0.0001; - if (texture(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) - visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, shadowCoordinate.xy).a); + 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); - if (fragment.a < 0.001) - discard; gl_FragColor = mix(black, fragment, visibility * light); } |