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Name
Size
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basicFragmentShader.glsl
773
B
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basicVertexShader.glsl
3.51
KB
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dissolveFragmentShader.glsl
1.71
KB
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dummyVertexShader.glsl
525
B
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fadeBlackFragmentShader.glsl
989
B
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fadeFragmentShader.glsl
778
B
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glitterFragmentShader.glsl
1.01
KB
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glitterVertexShader.glsl
4.49
KB
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honeycombFragmentShader.glsl
3.41
KB
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honeycombGeometryShader.glsl
2.73
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honeycombVertexShader.glsl
4.13
KB
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linearMultiColorGradientFragmentShader.glsl
1.3
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linearTwoColorGradientFragmentShader.glsl
725
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radialMultiColorGradientFragmentShader.glsl
1.41
KB
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radialTwoColorGradientFragmentShader.glsl
802
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rectangularMultiColorGradientFragmentShader.glsl
1.3
KB
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rectangularTwoColorGradientFragmentShader.glsl
732
B
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reflectionFragmentShader.glsl
1.03
KB
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reflectionVertexShader.glsl
2.72
KB
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rippleFragmentShader.glsl
1.92
KB
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staticFragmentShader.glsl
2.36
KB
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vortexFragmentShader.glsl
2.07
KB
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vortexGeometryShader.glsl
3.01
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vortexVertexShader.glsl
4.89
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Code Editor : glitterVertexShader.glsl
/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #version 120 #define M_PI 3.1415926535897932384626433832795 attribute vec3 a_position; attribute vec3 a_normal; uniform mat4 u_projectionMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_sceneTransformMatrix; uniform mat4 u_primitiveTransformMatrix; uniform mat4 u_operationsTransformMatrix; varying vec2 v_texturePosition; varying vec3 v_normal; attribute vec3 center; uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; varying float angle; #if __VERSION__ < 140 mat4 inverse(mat4 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]; float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]; float b00 = a00 * a11 - a01 * a10; float b01 = a00 * a12 - a02 * a10; float b02 = a00 * a13 - a03 * a10; float b03 = a01 * a12 - a02 * a11; float b04 = a01 * a13 - a03 * a11; float b05 = a02 * a13 - a03 * a12; float b06 = a20 * a31 - a21 * a30; float b07 = a20 * a32 - a22 * a30; float b08 = a20 * a33 - a23 * a30; float b09 = a21 * a32 - a22 * a31; float b10 = a21 * a33 - a23 * a31; float b11 = a22 * a33 - a23 * a32; float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; return mat4( a11 * b11 - a12 * b10 + a13 * b09, a02 * b10 - a01 * b11 - a03 * b09, a31 * b05 - a32 * b04 + a33 * b03, a22 * b04 - a21 * b05 - a23 * b03, a12 * b08 - a10 * b11 - a13 * b07, a00 * b11 - a02 * b08 + a03 * b07, a32 * b02 - a30 * b05 - a33 * b01, a20 * b05 - a22 * b02 + a23 * b01, a10 * b10 - a11 * b08 + a13 * b06, a01 * b08 - a00 * b10 - a03 * b06, a30 * b04 - a31 * b02 + a33 * b00, a21 * b02 - a20 * b04 - a23 * b00, a11 * b07 - a10 * b09 - a12 * b06, a00 * b09 - a01 * b07 + a02 * b06, a31 * b01 - a30 * b03 - a32 * b00, a20 * b03 - a21 * b01 + a22 * b00) / det; } #endif float snoise(vec2 p) { return texture2D(permTexture, p).r; } mat4 translationMatrix(vec3 axis) { return mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, axis.x, axis.y, axis.z, 1.0); } mat4 rotationMatrix(vec3 axis, float angle) { axis = normalize(axis); float s = sin(angle); float c = cos(angle); float oc = 1.0 - c; return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, 0.0, 0.0, 0.0, 1.0); } void main( void ) { vec2 pos = (center.xy + 1.0) / 2.0; // 0..1 pseudo-random value used to randomize the tile’s start time. float fuzz = snoise(pos); float startTime = pos.x * 0.5 + fuzz * 0.25; float endTime = startTime + 0.25; // Scale the transition time to minimize the time a tile will stay black. float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0); if (transitionTime < 0.5) transitionTime = transitionTime / 2.0; else transitionTime = (transitionTime / 2.0) + 0.5; angle = transitionTime * M_PI * 2.0; mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; mat4 transformMatrix = translationMatrix(center) * rotationMatrix(vec3(0.0, 1.0, 0.0), angle) * translationMatrix(-center); mat3 normalMatrix = mat3(transpose(inverse(transformMatrix))); gl_Position = u_projectionMatrix * modelViewMatrix * transformMatrix * vec4(a_position, 1.0); v_texturePosition = vec2((a_position.x + 1.0) / 2.0, (1.0 - a_position.y) / 2.0); v_normal = normalize(normalMatrix * a_normal); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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