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authorHakim El Hattab <hakim.elhattab@gmail.com>2012-09-30 17:51:04 -0400
committerHakim El Hattab <hakim.elhattab@gmail.com>2012-09-30 17:51:04 -0400
commite014daa4f54fbca0ec972e7b4f2a59a23f11e625 (patch)
tree986562caca8bd6044d36c28e6283723c80dd5dbf /css/shaders/tile-flip.fs
parenteda54dcf7aa5d0ee829722dbfbebe0e60a1a2f82 (diff)
downloadperl-software-in-gnu-guix-e014daa4f54fbca0ec972e7b4f2a59a23f11e625.tar
perl-software-in-gnu-guix-e014daa4f54fbca0ec972e7b4f2a59a23f11e625.tar.gz
facility for css shader transitions, add css shader based tile-transition
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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;
+
+// Uniform values from CSS
+
+uniform float amount;
+uniform float tileOutline;
+
+// Built-in uniforms
+
+uniform vec2 u_meshSize;
+uniform vec2 u_textureSize;
+
+// Varyings passed in from vertex shader
+
+varying float v_depth;
+varying vec2 v_uv;
+
+// Main
+
+void main()
+{
+ // FIXME: 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 c = vec4(1.0);
+
+ // Fade out.
+ c.a = 1.0 - v_depth;
+
+ // Show grid outline.
+ if (tileOutline >= 0.5) {
+ float cell_width = u_textureSize.x / u_meshSize.y;
+ float cell_height = u_textureSize.y / u_meshSize.x;
+ float dd = 1.0;
+
+ if (mod(v_uv.x * u_textureSize.x + dd, cell_width) < 2.0
+ || mod(v_uv.y * u_textureSize.y + dd, cell_height) < 2.0) {
+ if (amount > 0.0)
+ c.rgb = vec3(1.0 - sqrt(amount));
+ }
+ }
+ css_ColorMatrix = mat4(c.r, 0.0, 0.0, 0.0,
+ 0.0, c.g, 0.0, 0.0,
+ 0.0, 0.0, c.b, 0.0,
+ 0.0, 0.0, 0.0, c.a);
+}