1 /* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
3 * This file is part of the LibreOffice project.
5 * This Source Code Form is subject to the terms of the Mozilla Public
6 * License, v. 2.0. If a copy of the MPL was not distributed with this
7 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
12 #define M_PI 3.1415926535897932384626433832795
14 uniform sampler2D leavingSlideTexture;
15 uniform sampler2D enteringSlideTexture;
18 uniform float slideRatio;
20 varying vec2 v_texturePosition;
22 // This function returns the distance between two points, taking into account the slide ratio.
23 float betterDistance(vec2 p1, vec2 p2)
27 return distance(p1, p2);
35 // Distance from this fragment to the center, in slide coordinates.
36 float dist = betterDistance(center, v_texturePosition);
38 // We want the ripple to span all of the slide at the end of the transition.
39 float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio));
41 // Interpolate the distance to the center in function of the time.
42 float mixed = smoothstep(t*w-v, t*w+v, dist);
44 // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already.
45 vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0;
46 vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time);
48 // Get the final position we will sample from.
49 vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed);
51 // Sample from the textures and mix that together.
52 vec4 leaving = texture2D(leavingSlideTexture, pos);
53 vec4 entering = texture2D(enteringSlideTexture, pos);
54 gl_FragColor = mix(entering, leaving, mixed);
57 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */