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
uniform sampler2D slideTexture;
uniform sampler2D leavingShadowTexture;
uniform sampler2D enteringShadowTexture;
in vec2 v_texturePosition;
in vec3 v_normal;
in vec4 shadowCoordinate;
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)
);
// Compute the shadow...
float visibility =
1.
0;
const float epsilon =
0.
0001;
// for the leaving slide,
{
float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r;
float shadowRadius = (
1.
0 / (shadowCoordinate.z - depthShadow)) *
1000.
0;
for (int i =
0; i <
9; ++i) {
vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
visibility -=
0.
05;
}
}
}
// and for entering slide.
{
float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r;
float shadowRadius = (
1.
0 / (shadowCoordinate.z - depthShadow)) *
1000.
0;
for (int i =
0; i <
9; ++i) {
vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius;
if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) {
visibility -=
0.
05;
}
}
}
vec3 lightVector = vec3(
0.
0,
0.
0,
1.
0);
float light = max(dot(lightVector, v_normal),
0.
0);
vec4 fragment = texture(slideTexture, v_texturePosition);
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: */