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55 lines
2.1 KiB
55 lines
2.1 KiB
/******************************************************************** |
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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 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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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 = 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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