Server IP : 195.201.23.43 / Your IP : 18.226.28.197 Web Server : Apache System : Linux webserver2.vercom.be 5.4.0-192-generic #212-Ubuntu SMP Fri Jul 5 09:47:39 UTC 2024 x86_64 User : kdecoratie ( 1041) PHP Version : 7.1.33-63+ubuntu20.04.1+deb.sury.org+1 Disable Function : pcntl_alarm,pcntl_fork,pcntl_waitpid,pcntl_wait,pcntl_wifexited,pcntl_wifstopped,pcntl_wifsignaled,pcntl_wifcontinued,pcntl_wexitstatus,pcntl_wtermsig,pcntl_wstopsig,pcntl_signal,pcntl_signal_get_handler,pcntl_signal_dispatch,pcntl_get_last_error,pcntl_strerror,pcntl_sigprocmask,pcntl_sigwaitinfo,pcntl_sigtimedwait,pcntl_exec,pcntl_getpriority,pcntl_setpriority,pcntl_async_signals, MySQL : OFF | cURL : ON | WGET : ON | Perl : ON | Python : OFF | Sudo : ON | Pkexec : ON Directory : /usr/lib/libreoffice/program/opengl/ |
Upload File : |
/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #version 150 uniform sampler2D slideTexture; uniform sampler2D leavingShadowTexture; uniform sampler2D enteringShadowTexture; in vec2 v_texturePosition; in vec3 v_normal; in vec4 shadowCoordinate; void main() { const vec2 samplingPoints[9] = vec2[]( vec2(0, 0), vec2(-1, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, 1), vec2(1, 1), vec2(1, 0), vec2(1, -1), vec2(0, -1) ); // Compute the shadow... float visibility = 1.0; const float epsilon = 0.0001; // for the leaving slide, { float depthShadow = texture(leavingShadowTexture, shadowCoordinate.xy).r; float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; for (int i = 0; i < 9; ++i) { vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; if (texture(leavingShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) { visibility -= 0.05; } } } // and for entering slide. { float depthShadow = texture(enteringShadowTexture, shadowCoordinate.xy).r; float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 1000.0; for (int i = 0; i < 9; ++i) { vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / shadowRadius; if (texture(enteringShadowTexture, coordinate).r < shadowCoordinate.z - epsilon) { visibility -= 0.05; } } } vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, v_normal), 0.0); vec4 fragment = texture(slideTexture, v_texturePosition); vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); gl_FragColor = mix(black, fragment, visibility * light); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */Private