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-rw-r--r--slideshow/opengl/vortexGeometryShader.glsl22
1 files changed, 18 insertions, 4 deletions
diff --git a/slideshow/opengl/vortexGeometryShader.glsl b/slideshow/opengl/vortexGeometryShader.glsl
index 312babac1c2f..5d64a1249c90 100644
--- a/slideshow/opengl/vortexGeometryShader.glsl
+++ b/slideshow/opengl/vortexGeometryShader.glsl
@@ -12,11 +12,14 @@
layout(triangles) in;
layout(triangle_strip, max_vertices=11) out;
+uniform float shadow;
+uniform mat4 u_projectionMatrix;
+uniform mat4 orthoProjectionMatrix;
+uniform mat4 orthoViewMatrix;
+
in vec2 g_texturePosition[];
in vec3 g_normal[];
-in mat4 projectionMatrix[];
in mat4 modelViewMatrix[];
-in mat4 shadowMatrix[];
in mat4 transform[];
in float nTime[];
in float startTime[];
@@ -52,6 +55,17 @@ mat4 translationMatrix(vec3 axis)
void emitHexagonVertex(int index, vec3 translation, float fdsq)
{
+ mat4 projectionMatrix;
+ mat4 shadowMatrix;
+
+ if (shadow < 0.5) {
+ projectionMatrix = u_projectionMatrix;
+ shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ } else {
+ projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ shadowMatrix = mat4(0.0);
+ }
+
mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
@@ -62,8 +76,8 @@ void emitHexagonVertex(int index, vec3 translation, float fdsq)
v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
v_normal.z *= fdsq;
- gl_Position = projectionMatrix[index] * modelViewMatrix[index] * pos;
- shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[index] * modelViewMatrix[index] * pos;
+ gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
+ shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
v_texturePosition = g_texturePosition[index];
EmitVertex();
}