Spracherkennung für: .glsl vermutete Sprache: Unknown {[0] [0] [0]} [Methode: Schwerpunktbildung, einfache Gewichte, sechs Dimensionen]
/* -*- 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: */