1 /* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
3 * This file is part of the LibreOffice project.
5 * This Source Code Form is subject to the terms of the Mozilla Public
6 * License, v. 2.0. If a copy of the MPL was not distributed with this
7 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
12 attribute vec3 a_position;
13 attribute vec3 a_normal;
14 attribute vec2 a_texCoord;
16 uniform mat4 u_projectionMatrix;
17 uniform mat4 u_modelViewMatrix;
18 uniform mat4 u_sceneTransformMatrix;
19 uniform mat4 u_primitiveTransformMatrix;
20 uniform mat4 u_operationsTransformMatrix;
22 varying vec2 v_texturePosition;
23 varying vec3 v_normal;
24 varying float v_isShadow;
29 float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
30 float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
31 float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
32 float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
34 float b00 = a00 * a11 - a01 * a10;
35 float b01 = a00 * a12 - a02 * a10;
36 float b02 = a00 * a13 - a03 * a10;
37 float b03 = a01 * a12 - a02 * a11;
38 float b04 = a01 * a13 - a03 * a11;
39 float b05 = a02 * a13 - a03 * a12;
40 float b06 = a20 * a31 - a21 * a30;
41 float b07 = a20 * a32 - a22 * a30;
42 float b08 = a20 * a33 - a23 * a30;
43 float b09 = a21 * a32 - a22 * a31;
44 float b10 = a21 * a33 - a23 * a31;
45 float b11 = a22 * a33 - a23 * a32;
47 float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
50 a11 * b11 - a12 * b10 + a13 * b09,
51 a02 * b10 - a01 * b11 - a03 * b09,
52 a31 * b05 - a32 * b04 + a33 * b03,
53 a22 * b04 - a21 * b05 - a23 * b03,
54 a12 * b08 - a10 * b11 - a13 * b07,
55 a00 * b11 - a02 * b08 + a03 * b07,
56 a32 * b02 - a30 * b05 - a33 * b01,
57 a20 * b05 - a22 * b02 + a23 * b01,
58 a10 * b10 - a11 * b08 + a13 * b06,
59 a01 * b08 - a00 * b10 - a03 * b06,
60 a30 * b04 - a31 * b02 + a33 * b00,
61 a21 * b02 - a20 * b04 - a23 * b00,
62 a11 * b07 - a10 * b09 - a12 * b06,
63 a00 * b09 - a01 * b07 + a02 * b06,
64 a31 * b01 - a30 * b03 - a32 * b00,
65 a20 * b03 - a21 * b01 + a22 * b00) / det;
71 mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
72 mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
73 gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
74 v_texturePosition = a_texCoord;
75 v_normal = normalize(normalMatrix * a_normal);
76 v_isShadow = float(gl_VertexID >= 6);
79 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */