From 859e64aa730fa380ecaab92527e2cfe97c299a4f Mon Sep 17 00:00:00 2001 From: Emmanuel Gil Peyrot Date: Wed, 9 Dec 2015 21:39:26 +0000 Subject: slideshow: Fix lighting in the Vortex transition Change-Id: I870ef7885fe569c89bde63a70ef038c4133ffbfd --- slideshow/opengl/vortexFragmentShader.glsl | 12 +++++++++-- slideshow/opengl/vortexVertexShader.glsl | 32 ++++++++++++++++++++++++------ 2 files changed, 36 insertions(+), 8 deletions(-) (limited to 'slideshow/opengl') diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl index 9b7741acb100..3e104b2da545 100755 --- a/slideshow/opengl/vortexFragmentShader.glsl +++ b/slideshow/opengl/vortexFragmentShader.glsl @@ -14,19 +14,27 @@ uniform sampler2D enteringSlideTexture; uniform float time; varying vec2 v_texturePosition; varying float v_textureSelect; +varying vec3 v_normal; void main() { + vec3 lightVector = vec3(0.0, 0.0, 1.0); + float light = abs(dot(lightVector, v_normal)); + vec4 fragment; + if (v_textureSelect == 0) { - gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition); + fragment = texture2D(leavingSlideTexture, v_texturePosition); } else { vec2 pos = v_texturePosition; pos.x = 1 - pos.x; - gl_FragColor = texture2D(enteringSlideTexture, pos); + fragment = texture2D(enteringSlideTexture, pos); } + + vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); + gl_FragColor = mix(black, fragment, light); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index ff86546d24c6..b2f94c58bc57 100755 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -11,11 +11,23 @@ #define M_PI 3.1415926535897932384626433832795 +attribute vec3 a_position; +attribute vec3 a_normal; +attribute vec2 a_texCoord; + +uniform mat4 u_projectionMatrix; +uniform mat4 u_modelViewMatrix; +uniform mat4 u_sceneTransformMatrix; +uniform mat4 u_primitiveTransformMatrix; +uniform mat4 u_operationsTransformMatrix; + +varying vec2 v_texturePosition; +varying vec3 v_normal; + uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; attribute float tileInfo; -varying vec2 v_texturePosition; varying float v_textureSelect; float snoise(vec2 p) @@ -38,7 +50,8 @@ mat4 rotationMatrix(vec3 axis, float angle) void main( void ) { - vec4 v = gl_Vertex; + vec4 v = vec4(a_position, 1.0); + vec4 normal = vec4(a_normal, 1.0); // Not sure it this is like what it should eventually be; just // experimenting to get at least something. @@ -82,7 +95,9 @@ void main( void ) float rotation = direction * (time - startTime) / (endTime - startTime); // Avoid z fighting - v = rotationMatrix(vec3(0, 1, 0), max(min(rotation, ALMOST_ONE), -ALMOST_ONE)*M_PI) * v; + mat4 matrix = rotationMatrix(vec3(0, 1, 0), max(min(rotation, ALMOST_ONE), -ALMOST_ONE)*M_PI); + v = matrix * v; + normal = matrix * normal; v_textureSelect = float(rotation > 0.5 || rotation < -0.5); } @@ -91,14 +106,19 @@ void main( void ) // At end location. Tile is 180 degrees rotated // Avoid z fighting - v = rotationMatrix(vec3(0, 1, 0), direction*ALMOST_ONE*M_PI) * v; + mat4 matrix = rotationMatrix(vec3(0, 1, 0), direction*ALMOST_ONE*M_PI); + v = matrix * v; + normal = matrix * normal; v_textureSelect = 1; } - gl_Position = gl_ModelViewProjectionMatrix * v; + mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; + mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); + gl_Position = u_projectionMatrix * modelViewMatrix * v; - v_texturePosition = gl_MultiTexCoord0.xy; + v_texturePosition = a_texCoord; + v_normal = normalize(normalMatrix * vec3(normal)); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ -- cgit v1.2.3