__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
 if you need WebShell for Seo everyday contact me on Telegram
 Telegram Address : @jackleet
        
        
For_More_Tools: Telegram: @jackleet | Bulk Smtp support mail sender | Business Mail Collector | Mail Bouncer All Mail | Bulk Office Mail Validator | Html Letter private



Upload:

Command:

[email protected]: ~ $
/* -*- 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

#define M_PI 3.1415926535897932384626433832795

in vec3 a_position;

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

uniform float time;
uniform float selectedTexture;
uniform float shadow;
uniform mat4 orthoProjectionMatrix;
uniform mat4 orthoViewMatrix;

// Workaround for Intel's Windows driver, to prevent optimisation breakage.
uniform float zero;

out mat4 projectionMatrix;
out mat4 modelViewMatrix;
out mat4 shadowMatrix;

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 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 scaleMatrix(vec3 axis)
{
    return mat4(axis.x, 0.0,    0.0,    0.0,
                0.0,    axis.y, 0.0,    0.0,
                0.0,    0.0,    axis.z, 0.0,
                0.0,    0.0,    0.0,    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 )
{
    mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
    mat4 transformMatrix = identityMatrix();

    // TODO: use the aspect ratio of the slide instead.
    mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1));
    mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1));

    // These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug.
    if (selectedTexture > 0.5) {
        // Leaving texture
        if (zero < 1.0)
            transformMatrix = invertSlideScaleMatrix * transformMatrix;
        if (zero < 2.0)
            transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix;
        if (zero < 3.0)
            transformMatrix = slideScaleMatrix * transformMatrix;
        if (zero < 4.0)
            transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix;
        if (zero < 5.0)
            transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix;
    } else {
        // Entering texture
        if (zero < 1.0)
            transformMatrix = invertSlideScaleMatrix * transformMatrix;
        if (zero < 2.0)
            transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix;
        if (zero < 3.0)
            transformMatrix = slideScaleMatrix * transformMatrix;
        if (zero < 4.0)
            transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix;
    }

    if (shadow < 0.5) {
        projectionMatrix = u_projectionMatrix;
        shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
    } else {
        projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
        shadowMatrix = mat4(0.0);
    }

    modelViewMatrix = nmodelViewMatrix * transformMatrix;
    gl_Position = vec4(a_position, 1.0);
}

/* 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