kwin/effects/cube/data/sphere.vert
2011-04-29 14:12:48 +02:00

57 lines
2.2 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/>.
*********************************************************************/
uniform mat4 projection;
uniform mat4 modelview;
uniform mat4 screenTransformation;
uniform mat4 windowTransformation;
uniform float width;
uniform float height;
uniform float cubeAngle;
uniform vec2 u_offset;
uniform float timeLine;
uniform float textureWidth;
uniform float textureHeight;
attribute vec4 vertex;
attribute vec2 texCoord;
varying vec2 varyingTexCoords;
void main()
{
varyingTexCoords = texCoord / vec2(textureWidth, textureHeight);
vec4 transformedVertex = vertex;
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 = (vertex.xyz - transformedVertex.xyz)*timeLine;
transformedVertex.xyz += diff;
gl_Position = projection*(modelview*screenTransformation*windowTransformation)*transformedVertex;
}