kwin/effects/cube/data/sphere.vert
Martin Gräßlin eae6279ca9 Fill empty areas in multi screen setups in cylinder and sphere as well.
svn path=/trunk/KDE/kdebase/workspace/; revision=929833
2009-02-22 10:58:26 +00:00

45 lines
1.8 KiB
GLSL

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@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 float width;
uniform float height;
uniform float cubeAngle;
uniform float xCoord;
uniform float yCoord;
uniform float timeLine;
void main()
{
gl_TexCoord[0].xy = gl_Vertex.xy;
vec3 vertex = vec3( gl_Vertex.xy - vec2( width*0.5 - xCoord, height*0.5 - yCoord ), gl_Vertex.z );
float radian = radians(cubeAngle*0.5);
float radius = (width*0.5)/cos(radian);
float zenithAngle = acos( vertex.y/radius );
float azimuthAngle = asin( vertex.x/radius );
vertex.z = radius * sin( zenithAngle ) * cos( azimuthAngle ) - radius*cos( radians( 90.0 - cubeAngle*0.5 ) );
vertex.x = radius * sin( zenithAngle ) * sin( azimuthAngle );
vertex.xy += vec2( width*0.5 - xCoord, height*0.5 - yCoord );
vec3 diff = (gl_Vertex.xyz - vertex.xyz)*timeLine;
vertex.xyz += diff;
gl_Position = gl_ModelViewProjectionMatrix * vec4( vertex, 1.0 );
gl_FrontColor = gl_Color;
}