kwin/effects/cube/data/1.40/sphere.vert
2016-01-25 14:11:54 +01:00

53 lines
2 KiB
GLSL

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008, 2011 Martin Gräßlin <kde@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/>.
*********************************************************************/
#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;
}