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usr /
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libreoffice /
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Name
Size
Permission
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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
KB
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honeycombVertexShader.glsl
4.13
KB
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linearMultiColorGradientFragmentShader.glsl
1.3
KB
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linearTwoColorGradientFragmentShader.glsl
725
B
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radialMultiColorGradientFragmentShader.glsl
1.41
KB
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radialTwoColorGradientFragmentShader.glsl
802
B
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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
KB
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vortexVertexShader.glsl
4.89
KB
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Code Editor : rippleFragmentShader.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 uniform sampler2D leavingSlideTexture; uniform sampler2D enteringSlideTexture; uniform float time; uniform vec2 center; uniform float slideRatio; varying vec2 v_texturePosition; // This function returns the distance between two points, taking into account the slide ratio. float betterDistance(vec2 p1, vec2 p2) { p1.x *= slideRatio; p2.x *= slideRatio; return distance(p1, p2); } void main() { const float w = 0.5; const float v = 0.1; // Distance from this fragment to the center, in slide coordinates. float dist = betterDistance(center, v_texturePosition); // We want the ripple to span all of the slide at the end of the transition. float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio)); // Interpolate the distance to the center in function of the time. float mixed = smoothstep(t*w-v, t*w+v, dist); // Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already. vec2 offset = (v_texturePosition - center) * (sin(dist * 64.0 - time * 16.0) + 0.5) / 32.0; vec2 wavyTexCoord = mix(v_texturePosition + offset, v_texturePosition, time); // Get the final position we will sample from. vec2 pos = mix(wavyTexCoord, v_texturePosition, mixed); // Sample from the textures and mix that together. vec4 leaving = texture2D(leavingSlideTexture, pos); vec4 entering = texture2D(enteringSlideTexture, pos); gl_FragColor = mix(entering, leaving, mixed); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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