__  __    __   __  _____      _            _          _____ _          _ _ 
 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ 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=11) out;

uniform float shadow;
uniform mat4 u_projectionMatrix;
uniform mat4 orthoProjectionMatrix;
uniform mat4 orthoViewMatrix;

in vec2 g_texturePosition[];
in vec3 g_normal[];
in mat4 modelViewMatrix[];
in mat4 transform[];
in float nTime[];
in float startTime[];
in float endTime[];

out vec2 v_texturePosition;
out vec3 v_normal;
out vec4 shadowCoordinate;

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(int index, vec3 translation, float fdsq)
{
    mat4 projectionMatrix;
    mat4 shadowMatrix;

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

    mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));

    vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);

    // Apply our transform operations.
    pos = transform[index] * pos;

    v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
    v_normal.z *= fdsq;

    gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
    shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
    v_texturePosition = g_texturePosition[index];
    EmitVertex();
}

void main()
{
    const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0);
    const vec3 noTranslation = vec3(0.0, 0.0, 0.0);

    if (gl_in[0].gl_Position == invalidPosition)
        return;

    // Draw “walls” to the hexagons.
    if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) {
        const vec3 translation = vec3(0.0, 0.0, -0.02);

        emitHexagonVertex(2, noTranslation, 0.3);
        emitHexagonVertex(2, translation, 0.3);

        for (int i = 0; i < 3; ++i) {
            emitHexagonVertex(i, noTranslation, 0.3);
            emitHexagonVertex(i, translation, 0.3);
        }

        EndPrimitive();
    }

    // Draw the main quad part.
    for (int i = 0; i < 3; ++i) {
        emitHexagonVertex(i, noTranslation, 1.0);
    }

    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