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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
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
Diffstat (limited to 'css/shaders')
-rw-r--r--css/shaders/tile-flip.fs64
-rw-r--r--css/shaders/tile-flip.vs141
2 files changed, 205 insertions, 0 deletions
diff --git a/css/shaders/tile-flip.fs b/css/shaders/tile-flip.fs
new file mode 100644
index 0000000..3481a48
--- /dev/null
+++ b/css/shaders/tile-flip.fs
@@ -0,0 +1,64 @@
+/*
+ * 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);
+}
diff --git a/css/shaders/tile-flip.vs b/css/shaders/tile-flip.vs
new file mode 100644
index 0000000..498e446
--- /dev/null
+++ b/css/shaders/tile-flip.vs
@@ -0,0 +1,141 @@
+/*
+ * 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;
+}