kwin/effects/cube/data/cylinder.vert
Martin Gräßlin a05ad98896 Remove textureWidth/textureHeight from all Shaders
The uniforms textureWidth and textureHeight were only needed for
normal windows. For everything else it was just 1.0/1.0, that is
normalized.

The makeArrays method is changed to produce normalized texcoords
obsoleting the need for these uniforms. So two uniforms less, one
calculation in vertex shaders less and many many lines of code
removed.

At the same time makeArrays is also adjusted to take care of
yInverted of the texture, which is needed as we no longer can use
the enableUnnormalizedTexCoords which did the yInverted transformation.

REVIEW: 101646
2011-06-19 20:54:13 +02:00

49 lines
1.8 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 cubeAngle;
uniform float xCoord;
uniform float timeLine;
attribute vec4 vertex;
attribute vec2 texCoord;
varying vec2 varyingTexCoords;
void main()
{
varyingTexCoords = texCoord;
vec4 transformedVertex = vec4(vertex.x - ( width - xCoord ), vertex.yzw);
float radian = radians(cubeAngle);
float radius = (width)*tan(radian);
float azimuthAngle = radians(transformedVertex.x/(width)*(90.0 - cubeAngle));
transformedVertex.x = width - xCoord + radius * sin( azimuthAngle );
transformedVertex.z = vertex.z + radius * cos( azimuthAngle ) - radius;
vec3 diff = (vertex.xyz - transformedVertex.xyz)*timeLine;
transformedVertex.xyz += diff;
gl_Position = projection*(modelview*screenTransformation*windowTransformation)*transformedVertex;
}