kwin/effects/data/cylinder.vert

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
uniform float width;
uniform float cubeAngle;
uniform float xCoord;
void main()
{
gl_TexCoord[0].xy = gl_Vertex.xy;
vec4 vertex = gl_Vertex.xyzw;
float radian = radians(cubeAngle*0.5);
// height of the triangle compound of one side of the cube and the two bisecting lines
float midpoint = width*0.5*tan(radian);
// radius of the circle
float radius = (width*0.5)/cos(radian);
// the calculation does the following:
// At every x position we move on to the circle und create a new circular segment
// The distance between the new chord and the desktop (z=0) is the wanted z value
// The length of the new chord is 2*distance(x,middle of desktop(width*0.5))
// Now we calculate the angle between chord and radius as acos(distance/radius)
// With this angle we can can calculate the height of the new triangle (radius-distance*2-radius)
// The height is the opposite leg of the triangle compound of distance-*height*-radius
// New height minus old height (midpoint) is the looked for z-value
// distance from midpoint of desktop to x coord
float distance = width*0.5 - (vertex.x+xCoord);
if( (vertex.x+xCoord) > width*0.5 )
{
distance = (vertex.x+xCoord) - width*0.5;
}
float angle = acos( distance/radius );
float h = radius;
// if distance == 0 -> angle=90 -> tan(90) singularity
if( distance != 0.0 )
h = tan( angle ) * distance;
vertex.z = h - midpoint;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
}