36 lines
1,022 B
GLSL
36 lines
1,022 B
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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