/* * 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; }