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-rw-r--r--css/shaders/tile-flip.vs141
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-/*
- * Copyright (c)2012 Adobe Systems Incorporated. All rights reserved.
- * Copyright (c)2012 Branislav Ulicny
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-precision mediump float;
-
-// Built-in attributes
-
-attribute vec4 a_position;
-attribute vec2 a_texCoord;
-attribute vec3 a_triangleCoord;
-
-// Built-in uniforms
-
-uniform mat4 u_projectionMatrix;
-uniform vec2 u_meshSize;
-uniform vec2 u_textureSize;
-
-// Uniform passed in from CSS
-
-uniform mat4 transform;
-uniform float amount;
-uniform float randomness;
-uniform vec3 flipAxis;
-
-// Varyings
-
-varying float v_depth;
-varying vec2 v_uv;
-
-// Constants
-
-const float PI2 = 1.5707963267948966;
-
-// Create perspective matrix
-
-mat4 perspectiveMatrix(float p)
-{
- float perspective = - 1.0 / p;
- return mat4(
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, perspective,
- 0.0, 0.0, 0.0, 1.0
- );
-}
-
-// Rotate vector
-
-vec3 rotateVectorByQuaternion(vec3 v, vec4 q)
-{
- vec3 dest = vec3(0.0);
-
- float x = v.x, y = v.y, z = v.z;
- float qx = q.x, qy = q.y, qz = q.z, qw = q.w;
-
- // Calculate quaternion * vector.
-
- float ix = qw * x + qy * z - qz * y,
- iy = qw * y + qz * x - qx * z,
- iz = qw * z + qx * y - qy * x,
- iw = -qx * x - qy * y - qz * z;
-
- // Calculate result * inverse quaternion.
-
- dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-
- return dest;
-}
-
-// Convert rotation.
-
-vec4 axisAngleToQuaternion(vec3 axis, float angle)
-{
- vec4 dest = vec4(0.0);
-
- float halfAngle = angle / 2.0;
- float s = sin(halfAngle);
-
- dest.x = axis.x * s;
- dest.y = axis.y * s;
- dest.z = axis.z * s;
- dest.w = cos(halfAngle);
-
- return dest;
-}
-
-// Random function based on the tile coordinate.
-// This will return the same value for all the vertices in the same tile (i.e. two triangles).
-
-float random(vec2 scale)
-{
- // Use the fragment position as a different seed per-pixel.
- return fract(sin(dot(vec2(a_triangleCoord.x, a_triangleCoord.y), scale)) * 4000.0);
-}
-
-// Main
-
-void main()
-{
- // FIXME: We must swap x and y as a workaround for:
- // https://bugs.webkit.org/show_bug.cgi?id=96285
- vec2 u_meshSize = u_meshSize.yx;
-
- vec4 pos = a_position;
- float aspect = u_textureSize.x / u_textureSize.y;
-
- float cx = a_triangleCoord.x / u_meshSize.y - 0.5 + 0.5 / u_meshSize.y;
- float cy = a_triangleCoord.y / u_meshSize.x - 0.5 + 0.5 / u_meshSize.x;
-
- vec3 centroid = vec3(cx, cy, 0.0);
- float r = random(vec2(10.0, 80.0));
- float rr = mix(0.0, PI2, amount * (1.0 + randomness * r));
-
- vec4 rotation = vec4(flipAxis, rr);
- vec4 qRotation = axisAngleToQuaternion(normalize(rotation.xyz), rotation.w);
-
- vec3 newPosition = rotateVectorByQuaternion((pos.xyz - centroid)* vec3(aspect, 1., 1.0), qRotation) * vec3(1.0 / aspect, 1.0, 1.0) + centroid;
- pos.xyz = newPosition;
-
- gl_Position = u_projectionMatrix * transform * pos;
-
- // Pass varyings to the fragment shader.
- v_depth = abs(rr)/ PI2;
- v_uv = a_texCoord;
-}