Change-Id: Ib82c1be5548443ef1f5e97b3d5641a2f55d212af 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).
|
|
** All rights reserved.
|
|
** Contact: Nokia Corporation (qt-info@nokia.com)
|
|
**
|
|
** 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;
|
|
}
|