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usr /
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libreoffice /
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opengl /
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Name
Size
Permission
Action
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 : vortexGeometryShader.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 150 layout(triangles) in; layout(triangle_strip, max_vertices=11) out; uniform float shadow; uniform mat4 u_projectionMatrix; uniform mat4 orthoProjectionMatrix; uniform mat4 orthoViewMatrix; in vec2 g_texturePosition[]; in vec3 g_normal[]; in mat4 modelViewMatrix[]; in mat4 transform[]; in float nTime[]; in float startTime[]; in float endTime[]; out vec2 v_texturePosition; out vec3 v_normal; out vec4 shadowCoordinate; mat4 identityMatrix(void) { 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, 0.0, 0.0, 0.0, 1.0); } mat4 scaleMatrix(vec3 axis) { mat4 matrix = identityMatrix(); matrix[0][0] = axis.x; matrix[1][1] = axis.y; matrix[2][2] = axis.z; return matrix; } mat4 translationMatrix(vec3 axis) { mat4 matrix = identityMatrix(); matrix[3] = vec4(axis, 1.0); return matrix; } void emitHexagonVertex(int index, vec3 translation, float fdsq) { mat4 projectionMatrix; mat4 shadowMatrix; if (shadow < 0.5) { projectionMatrix = u_projectionMatrix; shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; } else { projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; shadowMatrix = mat4(0.0); } mat4 normalMatrix = transpose(inverse(modelViewMatrix[index])); vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0); // Apply our transform operations. pos = transform[index] * pos; v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0))); v_normal.z *= fdsq; gl_Position = projectionMatrix * modelViewMatrix[index] * pos; shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos; v_texturePosition = g_texturePosition[index]; EmitVertex(); } void main() { const vec4 invalidPosition = vec4(-256.0, -256.0, -256.0, -256.0); const vec3 noTranslation = vec3(0.0, 0.0, 0.0); if (gl_in[0].gl_Position == invalidPosition) return; // Draw “walls” to the hexagons. if (nTime[0] > startTime[0] && nTime[0] <= endTime[0]) { const vec3 translation = vec3(0.0, 0.0, -0.02); emitHexagonVertex(2, noTranslation, 0.3); emitHexagonVertex(2, translation, 0.3); for (int i = 0; i < 3; ++i) { emitHexagonVertex(i, noTranslation, 0.3); emitHexagonVertex(i, translation, 0.3); } EndPrimitive(); } // Draw the main quad part. for (int i = 0; i < 3; ++i) { emitHexagonVertex(i, noTranslation, 1.0); } EndPrimitive(); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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