/* KWin - the KDE window manager This file is part of the KDE project. SPDX-FileCopyrightText: 2008, 2011 Martin Gräßlin SPDX-License-Identifier: GPL-2.0-or-later */ #version 140 uniform mat4 modelViewProjectionMatrix; uniform float width; uniform float height; uniform float cubeAngle; uniform vec2 u_offset; uniform float timeLine; in vec4 position; in vec4 texcoord; out vec2 texcoord0; void main() { texcoord0 = texcoord.st; vec4 transformedVertex = position; transformedVertex.x = transformedVertex.x - width; transformedVertex.y = transformedVertex.y - height; transformedVertex.xy = transformedVertex.xy + u_offset; float radian = radians(cubeAngle); float radius = (width)/cos(radian); float zenithAngle = acos(transformedVertex.y/radius); float azimuthAngle = asin(transformedVertex.x/radius); transformedVertex.z = radius * sin( zenithAngle ) * cos( azimuthAngle ) - radius*cos( radians( 90.0 - cubeAngle ) ); transformedVertex.x = radius * sin( zenithAngle ) * sin( azimuthAngle ); transformedVertex.xy += vec2( width - u_offset.x, height - u_offset.y ); vec3 diff = (position.xyz - transformedVertex.xyz)*timeLine; transformedVertex.xyz += diff; gl_Position = modelViewProjectionMatrix*transformedVertex; }