1fb9f6f13a
The main advantage of SPDX license identifiers over the traditional license headers is that it's more difficult to overlook inappropriate licenses for kwin, for example GPL 3. We also don't have to copy a lot of boilerplate text. In order to create this change, I ran licensedigger -r -c from the toplevel source directory.
41 lines
1.4 KiB
GLSL
41 lines
1.4 KiB
GLSL
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2008, 2011 Martin Gräßlin <kde@martin-graesslin.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*********************************************************************/
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uniform mat4 modelViewProjectionMatrix;
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uniform float width;
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uniform float height;
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uniform float cubeAngle;
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uniform vec2 u_offset;
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uniform float timeLine;
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attribute vec4 position;
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attribute vec4 texcoord;
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varying vec2 texcoord0;
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void main()
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{
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texcoord0 = texcoord.st;
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vec4 transformedVertex = position;
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transformedVertex.x = transformedVertex.x - width;
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transformedVertex.y = transformedVertex.y - height;
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transformedVertex.xy = transformedVertex.xy + u_offset;
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float radian = radians(cubeAngle);
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float radius = (width)/cos(radian);
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float zenithAngle = acos(transformedVertex.y/radius);
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float azimuthAngle = asin(transformedVertex.x/radius);
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transformedVertex.z = radius * sin( zenithAngle ) * cos( azimuthAngle ) - radius*cos( radians( 90.0 - cubeAngle ) );
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transformedVertex.x = radius * sin( zenithAngle ) * sin( azimuthAngle );
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transformedVertex.xy += vec2( width - u_offset.x, height - u_offset.y );
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vec3 diff = (position.xyz - transformedVertex.xyz)*timeLine;
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transformedVertex.xyz += diff;
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gl_Position = modelViewProjectionMatrix*transformedVertex;
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}
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