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.
36 lines
1.1 KiB
GLSL
36 lines
1.1 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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#version 140
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uniform mat4 modelViewProjectionMatrix;
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uniform float width;
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uniform float cubeAngle;
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uniform float xCoord;
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uniform float timeLine;
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in vec4 position;
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in vec4 texcoord;
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out 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 = vec4(position.x - ( width - xCoord ), position.yzw);
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float radian = radians(cubeAngle);
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float radius = (width)*tan(radian);
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float azimuthAngle = radians(transformedVertex.x/(width)*(90.0 - cubeAngle));
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transformedVertex.x = width - xCoord + radius * sin( azimuthAngle );
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transformedVertex.z = position.z + radius * cos( azimuthAngle ) - radius;
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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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