__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ 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 150

layout(triangles) in;
layout(triangle_strip, max_vertices=27) out;

in mat4 projectionMatrix[];
in mat4 modelViewMatrix[];
in mat4 shadowMatrix[];

uniform float hexagonSize;
uniform sampler2D permTexture;

out vec2 texturePosition;
out float fuzz;
out vec2 v_center;
out vec3 normal;
out vec4 shadowCoordinate;

const float expandFactor = 0.0318;

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

mat4 identityMatrix(void)
{
    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,
                0.0, 0.0, 0.0, 1.0);
}

mat4 scaleMatrix(vec3 axis)
{
    mat4 matrix = identityMatrix();
    matrix[0][0] = axis.x;
    matrix[1][1] = axis.y;
    matrix[2][2] = axis.z;
    return matrix;
}

mat4 translationMatrix(vec3 axis)
{
    mat4 matrix = identityMatrix();
    matrix[3] = vec4(axis, 1.0);
    return matrix;
}

void emitHexagonVertex(vec3 center, vec2 translation)
{
    vec4 pos = vec4(center + hexagonSize * expandFactor * vec3(translation, 0.0), 1.0);
    gl_Position = projectionMatrix[0] * modelViewMatrix[0] * pos;
    shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[0] * modelViewMatrix[0] * pos;
    texturePosition = vec2((pos.x + 1), (1 - pos.y)) / 2;
    EmitVertex();
}

void main()
{
    const vec2 translateVectors[6] = vec2[](
        vec2(-3, -2),
        vec2(0, -4),
        vec2(3, -2),
        vec2(3, 2),
        vec2(0, 4),
        vec2(-3, 2)
    );

    vec3 center = gl_in[0].gl_Position.xyz;

    v_center = (1 + center.xy) / 2;
    fuzz = snoise(center.xy);

    // Draw “walls” to the hexagons.
    if (hexagonSize < 1.0) {
        vec3 rearCenter = vec3(center.xy, -0.3);
        normal = vec3(0.0, 0.0, 0.3);
        emitHexagonVertex(center, translateVectors[5]);
        emitHexagonVertex(rearCenter, translateVectors[5]);

        for (int i = 0; i < 6; ++i) {
            emitHexagonVertex(center, translateVectors[i]);
            emitHexagonVertex(rearCenter, translateVectors[i]);
        }

        EndPrimitive();
    }

    // Draw the main hexagon part.
    normal = vec3(0.0, 0.0, 1.0);
    emitHexagonVertex(center, translateVectors[5]);

    for (int i = 0; i < 6; ++i) {
        emitHexagonVertex(center, translateVectors[i]);
        emitHexagonVertex(center, vec2(0.0, 0.0));
    }

    EndPrimitive();
}

/* 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