Hakim El Hattab
12 years ago
4 changed files with 4 additions and 257 deletions
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/* |
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* Copyright (c) 2012 Adobe Systems Incorporated. All rights reserved. |
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* Copyright (c) 2012 Branislav Ulicny |
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* |
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* Licensed under the Apache License, Version 2.0 (the "License"); |
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* you may not use this file except in compliance with the License. |
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* You may obtain a copy of the License at |
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* |
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* http://www.apache.org/licenses/LICENSE-2.0 |
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* |
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* Unless required by applicable law or agreed to in writing, software |
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* distributed under the License is distributed on an "AS IS" BASIS, |
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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* See the License for the specific language governing permissions and |
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* limitations under the License. |
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*/ |
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precision mediump float; |
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// Uniform values from CSS |
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uniform float amount; |
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uniform float tileOutline; |
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// Built-in uniforms |
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uniform vec2 u_meshSize; |
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uniform vec2 u_textureSize; |
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// Varyings passed in from vertex shader |
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varying float v_depth; |
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varying vec2 v_uv; |
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// Main |
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void main() |
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{ |
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// FIXME: Must swap x and y as a workaround for: |
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// https://bugs.webkit.org/show_bug.cgi?id=96285 |
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vec2 u_meshSize = u_meshSize.yx; |
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vec4 c = vec4(1.0); |
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// Fade out. |
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c.a = 1.0 - v_depth; |
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// Show grid outline. |
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if (tileOutline >= 0.5) { |
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float cell_width = u_textureSize.x / u_meshSize.y; |
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float cell_height = u_textureSize.y / u_meshSize.x; |
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float dd = 1.0; |
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if (mod(v_uv.x * u_textureSize.x + dd, cell_width) < 2.0 |
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|| mod(v_uv.y * u_textureSize.y + dd, cell_height) < 2.0) { |
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if (amount > 0.0) |
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c.rgb = vec3(1.0 - sqrt(amount)); |
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} |
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} |
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css_ColorMatrix = mat4(c.r, 0.0, 0.0, 0.0, |
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0.0, c.g, 0.0, 0.0, |
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0.0, 0.0, c.b, 0.0, |
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0.0, 0.0, 0.0, c.a); |
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} |
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/* |
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* Copyright (c)2012 Adobe Systems Incorporated. All rights reserved. |
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* Copyright (c)2012 Branislav Ulicny |
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* |
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* Licensed under the Apache License, Version 2.0 (the "License"); |
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* you may not use this file except in compliance with the License. |
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* You may obtain a copy of the License at |
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* |
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* http://www.apache.org/licenses/LICENSE-2.0 |
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* |
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* Unless required by applicable law or agreed to in writing, software |
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* distributed under the License is distributed on an "AS IS" BASIS, |
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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* See the License for the specific language governing permissions and |
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* limitations under the License. |
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*/ |
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precision mediump float; |
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// Built-in attributes |
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attribute vec4 a_position; |
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attribute vec2 a_texCoord; |
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attribute vec3 a_triangleCoord; |
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// Built-in uniforms |
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uniform mat4 u_projectionMatrix; |
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uniform vec2 u_meshSize; |
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uniform vec2 u_textureSize; |
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// Uniform passed in from CSS |
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uniform mat4 transform; |
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uniform float amount; |
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uniform float randomness; |
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uniform vec3 flipAxis; |
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// Varyings |
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varying float v_depth; |
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varying vec2 v_uv; |
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// Constants |
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const float PI2 = 1.5707963267948966; |
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// Create perspective matrix |
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mat4 perspectiveMatrix(float p) |
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{ |
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float perspective = - 1.0 / p; |
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return mat4( |
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1.0, 0.0, 0.0, 0.0, |
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0.0, 1.0, 0.0, 0.0, |
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0.0, 0.0, 1.0, perspective, |
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0.0, 0.0, 0.0, 1.0 |
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); |
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} |
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// Rotate vector |
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vec3 rotateVectorByQuaternion(vec3 v, vec4 q) |
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{ |
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vec3 dest = vec3(0.0); |
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float x = v.x, y = v.y, z = v.z; |
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float qx = q.x, qy = q.y, qz = q.z, qw = q.w; |
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// Calculate quaternion * vector. |
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float ix = qw * x + qy * z - qz * y, |
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iy = qw * y + qz * x - qx * z, |
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iz = qw * z + qx * y - qy * x, |
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iw = -qx * x - qy * y - qz * z; |
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// Calculate result * inverse quaternion. |
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dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; |
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dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; |
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dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; |
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return dest; |
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} |
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// Convert rotation. |
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vec4 axisAngleToQuaternion(vec3 axis, float angle) |
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{ |
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vec4 dest = vec4(0.0); |
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float halfAngle = angle / 2.0; |
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float s = sin(halfAngle); |
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dest.x = axis.x * s; |
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dest.y = axis.y * s; |
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dest.z = axis.z * s; |
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dest.w = cos(halfAngle); |
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return dest; |
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} |
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// Random function based on the tile coordinate. |
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// This will return the same value for all the vertices in the same tile (i.e. two triangles). |
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float random(vec2 scale) |
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{ |
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// Use the fragment position as a different seed per-pixel. |
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return fract(sin(dot(vec2(a_triangleCoord.x, a_triangleCoord.y), scale)) * 4000.0); |
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} |
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// Main |
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void main() |
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{ |
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// FIXME: We must swap x and y as a workaround for: |
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// https://bugs.webkit.org/show_bug.cgi?id=96285 |
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vec2 u_meshSize = u_meshSize.yx; |
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vec4 pos = a_position; |
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float aspect = u_textureSize.x / u_textureSize.y; |
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float cx = a_triangleCoord.x / u_meshSize.y - 0.5 + 0.5 / u_meshSize.y; |
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float cy = a_triangleCoord.y / u_meshSize.x - 0.5 + 0.5 / u_meshSize.x; |
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vec3 centroid = vec3(cx, cy, 0.0); |
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float r = random(vec2(10.0, 80.0)); |
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float rr = mix(0.0, PI2, amount * (1.0 + randomness * r)); |
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vec4 rotation = vec4(flipAxis, rr); |
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vec4 qRotation = axisAngleToQuaternion(normalize(rotation.xyz), rotation.w); |
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vec3 newPosition = rotateVectorByQuaternion((pos.xyz - centroid)* vec3(aspect, 1., 1.0), qRotation) * vec3(1.0 / aspect, 1.0, 1.0) + centroid; |
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pos.xyz = newPosition; |
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gl_Position = u_projectionMatrix * transform * pos; |
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// Pass varyings to the fragment shader. |
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v_depth = abs(rr)/ PI2; |
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v_uv = a_texCoord; |
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} |
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