As in the past, to avoid rewriting various autotests that contain line-number information, an extra blank line has been inserted at the end of the license text to ensure that this commit does not change the total number of lines in the license header. Change-Id: I20e5215108c6ebd5f8474fed5c3665118e4791e6 Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
184 lines
6.4 KiB
GLSL
184 lines
6.4 KiB
GLSL
/****************************************************************************
|
|
**
|
|
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
|
|
** Contact: http://www.qt-project.org/
|
|
**
|
|
** This file is part of the Qt Mobility Components.
|
|
**
|
|
** $QT_BEGIN_LICENSE:LGPL$
|
|
** GNU Lesser General Public License Usage
|
|
** This file may be used under the terms of the GNU Lesser General Public
|
|
** License version 2.1 as published by the Free Software Foundation and
|
|
** appearing in the file LICENSE.LGPL included in the packaging of this
|
|
** file. Please review the following information to ensure the GNU Lesser
|
|
** General Public License version 2.1 requirements will be met:
|
|
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
|
|
**
|
|
** In addition, as a special exception, Nokia gives you certain additional
|
|
** rights. These rights are described in the Nokia Qt LGPL Exception
|
|
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
|
|
**
|
|
** GNU General Public License Usage
|
|
** Alternatively, this file may be used under the terms of the GNU General
|
|
** Public License version 3.0 as published by the Free Software Foundation
|
|
** and appearing in the file LICENSE.GPL included in the packaging of this
|
|
** file. Please review the following information to ensure the GNU General
|
|
** Public License version 3.0 requirements will be met:
|
|
** http://www.gnu.org/copyleft/gpl.html.
|
|
**
|
|
** Other Usage
|
|
** Alternatively, this file may be used in accordance with the terms and
|
|
** conditions contained in a signed written agreement between you and Nokia.
|
|
**
|
|
**
|
|
**
|
|
**
|
|
**
|
|
**
|
|
** $QT_END_LICENSE$
|
|
**
|
|
****************************************************************************/
|
|
|
|
// Based on http://rectalogic.github.com/webvfx/examples_2transition-shader-pagecurl_8html-example.html
|
|
|
|
uniform float dividerValue;
|
|
uniform float curlExtent;
|
|
uniform sampler2D source;
|
|
uniform lowp float qt_Opacity;
|
|
varying vec2 qt_TexCoord0;
|
|
|
|
const float minAmount = -0.16;
|
|
const float maxAmount = 1.3;
|
|
const float PI = 3.141592653589793;
|
|
const float scale = 512.0;
|
|
const float sharpness = 3.0;
|
|
const vec4 bgColor = vec4(1.0, 1.0, 0.8, 1.0);
|
|
|
|
float amount = curlExtent * (maxAmount - minAmount) + minAmount;
|
|
float cylinderCenter = amount;
|
|
// 360 degrees * amount
|
|
float cylinderAngle = 2.0 * PI * amount;
|
|
const float cylinderRadius = 1.0 / PI / 2.0;
|
|
|
|
vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
|
|
{
|
|
float hitPoint = hitAngle / (2.0 * PI);
|
|
point.y = hitPoint;
|
|
return rrotation * point;
|
|
}
|
|
|
|
vec4 antiAlias(vec4 color1, vec4 color2, float distance)
|
|
{
|
|
distance *= scale;
|
|
if (distance < 0.0) return color2;
|
|
if (distance > 2.0) return color1;
|
|
float dd = pow(1.0 - distance / 2.0, sharpness);
|
|
return ((color2 - color1) * dd) + color1;
|
|
}
|
|
|
|
float distanceToEdge(vec3 point)
|
|
{
|
|
float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
|
|
float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
|
|
if (point.x < 0.0) dx = -point.x;
|
|
if (point.x > 1.0) dx = point.x - 1.0;
|
|
if (point.y < 0.0) dy = -point.y;
|
|
if (point.y > 1.0) dy = point.y - 1.0;
|
|
if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
|
|
return min(dx, dy);
|
|
}
|
|
|
|
vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
|
|
{
|
|
float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
|
|
vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
|
|
if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
|
|
return bgColor;
|
|
if (yc > 0.0)
|
|
return texture2D(source, p);
|
|
vec4 color = texture2D(source, point.xy);
|
|
vec4 tcolor = vec4(0.0);
|
|
return antiAlias(color, tcolor, distanceToEdge(point));
|
|
}
|
|
|
|
vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
|
|
{
|
|
float shadow = distanceToEdge(point) * 30.0;
|
|
shadow = (1.0 - shadow) / 3.0;
|
|
if (shadow < 0.0)
|
|
shadow = 0.0;
|
|
else
|
|
shadow *= amount;
|
|
vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
|
|
shadowColor.r -= shadow;
|
|
shadowColor.g -= shadow;
|
|
shadowColor.b -= shadow;
|
|
return shadowColor;
|
|
}
|
|
|
|
vec4 backside(float yc, vec3 point)
|
|
{
|
|
vec4 color = texture2D(source, point.xy);
|
|
float gray = (color.r + color.b + color.g) / 15.0;
|
|
gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
|
|
color.rgb = vec3(gray);
|
|
return color;
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
const float angle = 30.0 * PI / 180.0;
|
|
float c = cos(-angle);
|
|
float s = sin(-angle);
|
|
mat3 rotation = mat3(
|
|
c, s, 0,
|
|
-s, c, 0,
|
|
0.12, 0.258, 1
|
|
);
|
|
c = cos(angle);
|
|
s = sin(angle);
|
|
mat3 rrotation = mat3(
|
|
c, s, 0,
|
|
-s, c, 0,
|
|
0.15, -0.5, 1
|
|
);
|
|
vec3 point = rotation * vec3(qt_TexCoord0, 1.0);
|
|
float yc = point.y - cylinderCenter;
|
|
vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
|
|
if (yc < -cylinderRadius) {
|
|
// See through to background
|
|
color = bgColor;
|
|
} else if (yc > cylinderRadius) {
|
|
// Flat surface
|
|
color = texture2D(source, qt_TexCoord0);
|
|
} else {
|
|
float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
|
|
float hitAngleMod = mod(hitAngle, 2.0 * PI);
|
|
if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
|
|
color = seeThrough(yc, qt_TexCoord0, rotation, rrotation);
|
|
} else {
|
|
point = hitPoint(hitAngle, yc, point, rrotation);
|
|
if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
|
|
color = seeThroughWithShadow(yc, qt_TexCoord0, point, rotation, rrotation);
|
|
} else {
|
|
color = backside(yc, point);
|
|
vec4 otherColor;
|
|
if (yc < 0.0) {
|
|
float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
|
|
shado *= pow(-yc / cylinderRadius, 3.0);
|
|
shado *= 0.5;
|
|
otherColor = vec4(0.0, 0.0, 0.0, shado);
|
|
} else {
|
|
otherColor = texture2D(source, qt_TexCoord0);
|
|
}
|
|
color = antiAlias(color, otherColor, cylinderRadius - abs(yc));
|
|
|
|
// This second antialiasing step causes the shader to fail to render, on
|
|
// Symbian devices (tested so far using IVE3.5). Running out of scratch
|
|
// memory?
|
|
}
|
|
}
|
|
}
|
|
gl_FragColor = qt_Opacity * color;
|
|
}
|