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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
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
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Code Editor : staticFragmentShader.glsl
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * Copyright 2008 by Sun Microsystems, Inc. * * OpenOffice.org - a multi-platform office productivity suite * * This file is part of OpenOffice.org. * * OpenOffice.org is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License version 3 * only, as published by the Free Software Foundation. * * OpenOffice.org is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License version 3 for more details * (a copy is included in the LICENSE file that accompanied this code). * * You should have received a copy of the GNU Lesser General Public License * version 3 along with OpenOffice.org. If not, see * <http://www.openoffice.org/license.html> * for a copy of the LGPLv3 License. * ************************************************************************/ #version 120 uniform sampler2D leavingSlideTexture; uniform sampler2D enteringSlideTexture; uniform sampler2D permTexture; uniform float time; varying vec2 v_texturePosition; float snoise(vec2 P) { return texture2D(permTexture, P).r; } #define PART 0.5 #define START 0.4 #define END 0.9 void main() { float sn = snoise(10.0*v_texturePosition+time*0.07); if( time < PART ) { float sn1 = snoise(vec2(time*15.0, 20.0*v_texturePosition.y)); float sn2 = snoise(v_texturePosition); if (sn1 > 1.0 - time*time && sn2 < 2.0*time+0.1) gl_FragColor = vec4(sn, sn, sn, 1.0); else if (time > START ) gl_FragColor = ((time-START)/(PART - START))*vec4(sn, sn, sn, 1.0) + (1.0 - (time - START)/(PART - START))*texture2D(leavingSlideTexture, v_texturePosition); else gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition); } else if ( time > END ) { gl_FragColor = ((1.0 - time)/(1.0 - END))*vec4(sn, sn, sn, 1.0) + ((time - END)/(1.0 - END))*texture2D(enteringSlideTexture, v_texturePosition); } else gl_FragColor = vec4(sn, sn, sn, 1.0); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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