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GLSL

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2008, 2011 Martin Gräßlin <kde@martin-graesslin.com>
SPDX-License-Identifier: GPL-2.0-or-later
*/
uniform mat4 modelViewProjectionMatrix;
uniform float width;
uniform float cubeAngle;
uniform float xCoord;
uniform float timeLine;
attribute vec4 position;
attribute vec4 texcoord;
varying vec2 texcoord0;
void main()
{
texcoord0 = texcoord.st;
vec4 transformedVertex = vec4(position.x - ( width - xCoord ), position.yzw);
float radian = radians(cubeAngle);
float radius = (width)*tan(radian);
float azimuthAngle = radians(transformedVertex.x/(width)*(90.0 - cubeAngle));
transformedVertex.x = width - xCoord + radius * sin( azimuthAngle );
transformedVertex.z = position.z + radius * cos( azimuthAngle ) - radius;
vec3 diff = (position.xyz - transformedVertex.xyz)*timeLine;
transformedVertex.xyz += diff;
gl_Position = modelViewProjectionMatrix*transformedVertex;
}