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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.
 *
 ************************************************************************/

#version 130

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;
varying float v_isShadow;

#if __VERSION__ < 140
mat4 inverse(mat4 m)
{
    float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
    float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
    float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
    float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];

    float b00 = a00 * a11 - a01 * a10;
    float b01 = a00 * a12 - a02 * a10;
    float b02 = a00 * a13 - a03 * a10;
    float b03 = a01 * a12 - a02 * a11;
    float b04 = a01 * a13 - a03 * a11;
    float b05 = a02 * a13 - a03 * a12;
    float b06 = a20 * a31 - a21 * a30;
    float b07 = a20 * a32 - a22 * a30;
    float b08 = a20 * a33 - a23 * a30;
    float b09 = a21 * a32 - a22 * a31;
    float b10 = a21 * a33 - a23 * a31;
    float b11 = a22 * a33 - a23 * a32;

    float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

    return mat4(
        a11 * b11 - a12 * b10 + a13 * b09,
        a02 * b10 - a01 * b11 - a03 * b09,
        a31 * b05 - a32 * b04 + a33 * b03,
        a22 * b04 - a21 * b05 - a23 * b03,
        a12 * b08 - a10 * b11 - a13 * b07,
        a00 * b11 - a02 * b08 + a03 * b07,
        a32 * b02 - a30 * b05 - a33 * b01,
        a20 * b05 - a22 * b02 + a23 * b01,
        a10 * b10 - a11 * b08 + a13 * b06,
        a01 * b08 - a00 * b10 - a03 * b06,
        a30 * b04 - a31 * b02 + a33 * b00,
        a21 * b02 - a20 * b04 - a23 * b00,
        a11 * b07 - a10 * b09 - a12 * b06,
        a00 * b09 - a01 * b07 + a02 * b06,
        a31 * b01 - a30 * b03 - a32 * b00,
        a20 * b03 - a21 * b01 + a22 * b00) / det;
}
#endif

void main( void )
{
    mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
    mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
    gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
    v_texturePosition = a_texCoord;
    v_normal = normalize(normalMatrix * a_normal);
    v_isShadow = float(gl_VertexID >= 6);
}

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