/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2008 Martin Gräßlin 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 . *********************************************************************/ 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; }