a05ad98896
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
49 lines
1.8 KiB
GLSL
49 lines
1.8 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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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 cubeAngle;
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uniform float xCoord;
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uniform float timeLine;
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attribute vec4 vertex;
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attribute vec2 texCoord;
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varying vec2 varyingTexCoords;
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void main()
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{
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varyingTexCoords = texCoord;
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vec4 transformedVertex = vec4(vertex.x - ( width - xCoord ), vertex.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 = vertex.z + radius * cos( azimuthAngle ) - radius;
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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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