__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
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/* -*- 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 120

#define M_PI 3.1415926535897932384626433832795

attribute vec3 a_position;
attribute vec3 a_normal;

uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
uniform mat4 u_primitiveTransformMatrix;
uniform mat4 u_operationsTransformMatrix;

varying vec2 v_texturePosition;
varying vec3 v_normal;

attribute vec3 center;
uniform float time;
uniform sampler2D permTexture;
varying float angle;

#if __VERSION__ < 140
mat4 inverse(mat4 m)
{
    float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
    float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
    float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
    float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];

    float b00 = a00 * a11 - a01 * a10;
    float b01 = a00 * a12 - a02 * a10;
    float b02 = a00 * a13 - a03 * a10;
    float b03 = a01 * a12 - a02 * a11;
    float b04 = a01 * a13 - a03 * a11;
    float b05 = a02 * a13 - a03 * a12;
    float b06 = a20 * a31 - a21 * a30;
    float b07 = a20 * a32 - a22 * a30;
    float b08 = a20 * a33 - a23 * a30;
    float b09 = a21 * a32 - a22 * a31;
    float b10 = a21 * a33 - a23 * a31;
    float b11 = a22 * a33 - a23 * a32;

    float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

    return mat4(
        a11 * b11 - a12 * b10 + a13 * b09,
        a02 * b10 - a01 * b11 - a03 * b09,
        a31 * b05 - a32 * b04 + a33 * b03,
        a22 * b04 - a21 * b05 - a23 * b03,
        a12 * b08 - a10 * b11 - a13 * b07,
        a00 * b11 - a02 * b08 + a03 * b07,
        a32 * b02 - a30 * b05 - a33 * b01,
        a20 * b05 - a22 * b02 + a23 * b01,
        a10 * b10 - a11 * b08 + a13 * b06,
        a01 * b08 - a00 * b10 - a03 * b06,
        a30 * b04 - a31 * b02 + a33 * b00,
        a21 * b02 - a20 * b04 - a23 * b00,
        a11 * b07 - a10 * b09 - a12 * b06,
        a00 * b09 - a01 * b07 + a02 * b06,
        a31 * b01 - a30 * b03 - a32 * b00,
        a20 * b03 - a21 * b01 + a22 * b00) / det;
}
#endif

float snoise(vec2 p)
{
    return texture2D(permTexture, p).r;
}

mat4 translationMatrix(vec3 axis)
{
    return mat4(1.0,    0.0,    0.0,    0.0,
                0.0,    1.0,    0.0,    0.0,
                0.0,    0.0,    1.0,    0.0,
                axis.x, axis.y, axis.z, 1.0);
}

mat4 rotationMatrix(vec3 axis, float angle)
{
    axis = normalize(axis);
    float s = sin(angle);
    float c = cos(angle);
    float oc = 1.0 - c;

    return mat4(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s,  0.0,
                oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s,  0.0,
                oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c,           0.0,
                0.0,                                0.0,                                0.0,                                1.0);
}

void main( void )
{
    vec2 pos = (center.xy + 1.0) / 2.0;

    // 0..1 pseudo-random value used to randomize the tile’s start time.
    float fuzz = snoise(pos);

    float startTime = pos.x * 0.5 + fuzz * 0.25;
    float endTime = startTime + 0.25;

    // Scale the transition time to minimize the time a tile will stay black.
    float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
    if (transitionTime < 0.5)
        transitionTime = transitionTime / 2.0;
    else
        transitionTime = (transitionTime / 2.0) + 0.5;
    angle = transitionTime * M_PI * 2.0;

    mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
    mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center);

    mat3 normalMatrix = mat3(transpose(inverse(transformMatrix)));
    gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0);
    v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0);
    v_normal = normalize(normalMatrix * a_normal);
}

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */

Filemanager

Name Type Size Permission Actions
basicFragmentShader.glsl File 773 B 0644
basicVertexShader.glsl File 3.51 KB 0644
dissolveFragmentShader.glsl File 1.71 KB 0644
dummyVertexShader.glsl File 525 B 0644
fadeBlackFragmentShader.glsl File 989 B 0644
fadeFragmentShader.glsl File 778 B 0644
glitterFragmentShader.glsl File 1.01 KB 0644
glitterVertexShader.glsl File 4.47 KB 0644
honeycombFragmentShader.glsl File 3.41 KB 0644
honeycombGeometryShader.glsl File 2.73 KB 0644
honeycombVertexShader.glsl File 4.13 KB 0644
linearMultiColorGradientFragmentShader.glsl File 1.3 KB 0644
linearTwoColorGradientFragmentShader.glsl File 725 B 0644
radialMultiColorGradientFragmentShader.glsl File 1.41 KB 0644
radialTwoColorGradientFragmentShader.glsl File 802 B 0644
rectangularMultiColorGradientFragmentShader.glsl File 1.3 KB 0644
rectangularTwoColorGradientFragmentShader.glsl File 732 B 0644
reflectionFragmentShader.glsl File 1.03 KB 0644
reflectionVertexShader.glsl File 2.72 KB 0644
rippleFragmentShader.glsl File 1.92 KB 0644
staticFragmentShader.glsl File 2.36 KB 0644
vortexFragmentShader.glsl File 2.07 KB 0644
vortexGeometryShader.glsl File 3.01 KB 0644
vortexVertexShader.glsl File 4.89 KB 0644
Filemanager