/* -*- 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 120 #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 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 = 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. // Move the tile on a semicircular path so that it will end up at // the correct place. All tiles move the same direction around the // vertical centre axis. // Each tile moves during only half of the transition. The letmost // tiles start moving at the start and arrive at their end // position around time=0.5, when the tiles there (the rightmost // ones) start moving. (The exact time each tile is moving is // fuzzed a bit to make a more random appearance.) // In GLSL 1.20 we don't have any bitwise operators, sigh int tileXIndex = int(mod(int(tileInfo), 256)); int tileYIndex = int(mod(int(tileInfo) / 256, 256)); int vertexIndexInTile = int(mod(int(tileInfo) / (256*256), 256)); // A semi-random number 0..1, different for neighbouring tiles. float fuzz = snoise(vec2(float(tileXIndex)/(numTiles.x-1), float(tileYIndex)/(numTiles.y-1))); // Semi-random rotation direction, identical for tiles that rotate into each other's location // so that they don't pass through each others in flight, which looks ugly. float direction = (snoise(vec2(floor(abs(float(numTiles.x-1)/2-tileXIndex))/(float(numTiles.x-1)/2), float(tileYIndex)/(numTiles.y-1))) < 0.5 ? -1 : 1); float startTime = float(tileXIndex)/(numTiles.x-1) * 0.5 + fuzz*0.2; float endTime = min(startTime + 0.5, 1.0); const float ALMOST_ONE = 0.999; if (time <= startTime) { // Still at start location, nothing needed v_textureSelect = 0; } else if (time > startTime && time <= endTime) { // Moving float rotation = direction * (time - startTime) / (endTime - startTime); // Avoid z fighting 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); } else { // At end location. Tile is 180 degrees rotated // Avoid z fighting mat4 matrix = rotationMatrix(vec3(0, 1, 0), direction*ALMOST_ONE*M_PI); v = matrix * v; normal = matrix * normal; v_textureSelect = 1; } mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); gl_Position = u_projectionMatrix * modelViewMatrix * v; v_texturePosition = a_texCoord; v_normal = normalize(normalMatrix * vec3(normal)); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */