41 lines
1.3 KiB
GLSL
41 lines
1.3 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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