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