/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2008, 2011 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 mat4 projection; uniform mat4 modelview; uniform mat4 screenTransformation; uniform mat4 windowTransformation; uniform float width; uniform float cubeAngle; uniform float xCoord; uniform float timeLine; uniform float textureWidth; uniform float textureHeight; attribute vec4 vertex; attribute vec2 texCoord; varying vec2 varyingTexCoords; void main() { varyingTexCoords = texCoord / vec2(textureWidth, textureHeight); vec4 transformedVertex = vec4(vertex.x - ( width - xCoord ), vertex.yzw); float radian = radians(cubeAngle); float radius = (width)*tan(radian); float azimuthAngle = radians(transformedVertex.x/(width)*(90.0 - cubeAngle)); transformedVertex.x = width - xCoord + radius * sin( azimuthAngle ); transformedVertex.z = vertex.z + radius * cos( azimuthAngle ) - radius; vec3 diff = (vertex.xyz - transformedVertex.xyz)*timeLine; transformedVertex.xyz += diff; gl_Position = projection*(modelview*screenTransformation*windowTransformation)*transformedVertex; }