slideshow/opengl/honeycombFragmentShader.glsl                        |   30 
+++++-
 slideshow/opengl/honeycombGeometryShader.glsl                        |   15 +--
 slideshow/opengl/vortexFragmentShader.glsl                           |   46 
++++++++--
 slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx |   12 +-
 4 files changed, 80 insertions(+), 23 deletions(-)

New commits:
commit 8a0701c14a19201b0ed90842f5716613e1bb3808
Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com>
Date:   Wed Feb 24 20:21:13 2016 +0000

    slideshow: Blur the shadows the further they are from the object
    
    Reviewed-on: https://gerrit.libreoffice.org/22678
    Tested-by: Jenkins <c...@libreoffice.org>
    Reviewed-by: Tomaž Vajngerl <qui...@gmail.com>
    
    Conflicts:
        slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
    
    Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7

diff --git a/slideshow/opengl/honeycombFragmentShader.glsl 
b/slideshow/opengl/honeycombFragmentShader.glsl
index c207203..e4ce8e3 100644
--- a/slideshow/opengl/honeycombFragmentShader.glsl
+++ b/slideshow/opengl/honeycombFragmentShader.glsl
@@ -29,6 +29,18 @@ bool isBorder(vec2 point)
 
 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)
+    );
+
     vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0);
     vec3 lightVector = vec3(0.0, 0.0, 1.0);
     float light = max(dot(lightVector, normal), 0.0);
@@ -73,13 +85,23 @@ void main()
             fragment.rgb *= actualTime;
         }
     }
+
+    // Compute the shadow.
     float visibility = 1.0;
     const float epsilon = 0.0001;
-    if (texture(depthShadowTexture, shadowCoordinate.xy).r < 
shadowCoordinate.z - epsilon)
-        visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, 
shadowCoordinate.xy).a);
+    if (selectedTexture < 0.5) {
+        float depthShadow = texture(depthShadowTexture, shadowCoordinate.xy).z;
+        float shadowRadius = (1.0 / (shadowCoordinate.z - depthShadow)) * 
1000.0;
+        // Only the entering slide.
+        for (int i = 0; i < 9; ++i) {
+            vec2 coordinate = shadowCoordinate.xy + samplingPoints[i] / 
shadowRadius;
+            if (depthShadow < shadowCoordinate.z - epsilon) {
+                visibility -= 0.05 * texture(colorShadowTexture, coordinate).a;
+            }
+        }
+    }
+
     vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
-    if (fragment.a < 0.001)
-        discard;
     gl_FragColor = mix(black, fragment, visibility * light);
 }
 
diff --git a/slideshow/opengl/honeycombGeometryShader.glsl 
b/slideshow/opengl/honeycombGeometryShader.glsl
index 5afaa7b..dedc0df 100644
--- a/slideshow/opengl/honeycombGeometryShader.glsl
+++ b/slideshow/opengl/honeycombGeometryShader.glsl
@@ -67,13 +67,14 @@ void emitHexagonVertex(vec3 center, vec2 translation)
 
 void main()
 {
-    vec2 translateVectors[6];
-    translateVectors[0] = vec2(-3, -2);
-    translateVectors[1] = vec2(0, -4);
-    translateVectors[2] = vec2(3, -2);
-    translateVectors[3] = vec2(3, 2);
-    translateVectors[4] = vec2(0, 4);
-    translateVectors[5] = vec2(-3, 2);
+    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;
 
diff --git a/slideshow/opengl/vortexFragmentShader.glsl 
b/slideshow/opengl/vortexFragmentShader.glsl
index a3f8191..6bcdfc5 100644
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ b/slideshow/opengl/vortexFragmentShader.glsl
@@ -18,15 +18,49 @@ 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);
-    float visibility = 1.0;
-    const float epsilon = 0.0001;
-    if (texture(leavingShadowTexture, shadowCoordinate.xy).r < 
shadowCoordinate.z - epsilon)
-        visibility *= 0.7;
-    if (texture(enteringShadowTexture, shadowCoordinate.xy).r < 
shadowCoordinate.z - epsilon)
-        visibility *= 0.7;
     vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
     gl_FragColor = mix(black, fragment, visibility * light);
 }
diff --git 
a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx 
b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
index 43dfc46..6996a2d 100644
--- a/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
+++ b/slideshow/source/engine/OGLTrans/generic/OGLTrans_TransitionImpl.cxx
@@ -1697,8 +1697,8 @@ void VortexTransition::prepareTransition( sal_Int32 
glLeavingSlideTex, sal_Int32
     for (int i : {0, 1}) {
         glBindTexture(GL_TEXTURE_2D, mnDepthTextures[i]);
         glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, 
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
@@ -2094,16 +2094,16 @@ void HoneycombTransition::prepareTransition( sal_Int32 
glLeavingSlideTex, sal_In
     glActiveTexture(GL_TEXTURE2);
     glBindTexture(GL_TEXTURE_2D, mnDepthTextures[0]);
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2048, 2048, 0, GL_RGBA, GL_FLOAT, 
0);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
     glActiveTexture(GL_TEXTURE3);
     glBindTexture(GL_TEXTURE_2D, mnDepthTextures[1]);
     glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 2048, 2048, 0, 
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
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