c1486596fb
Shaders are moved into dedicated directories 1.10 and 1.40. 1.10 contains the already existing versions, 1.40 copies of them adjusted to GLSL 1.40. REVIEW: 110571
56 lines
2.1 KiB
GLSL
56 lines
2.1 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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Copyright (C) 2008, 2011 Martin Gräßlin <kde@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#version 140
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform mat4 screenTransformation;
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uniform mat4 windowTransformation;
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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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in vec4 vertex;
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in vec2 texCoord;
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out vec2 varyingTexCoords;
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void main()
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{
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varyingTexCoords = texCoord;
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vec4 transformedVertex = vertex;
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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 = (vertex.xyz - transformedVertex.xyz)*timeLine;
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transformedVertex.xyz += diff;
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gl_Position = projection*(modelview*screenTransformation*windowTransformation)*transformedVertex;
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}
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