diff options
author | Hakim El Hattab | 2013-02-05 18:02:03 -0500 |
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committer | Hakim El Hattab | 2013-02-05 18:02:03 -0500 |
commit | 8a2f1462679536cce2e9792cda305ccc2d742bcf (patch) | |
tree | eebf4f89833b169866ea459d383369328f7a5d12 /css/shaders/tile-flip.fs | |
parent | 6b0fff3512e7ab9b1874cc33163c57869b909406 (diff) |
remove experimental tileflip transition, reduce max size of media content to 95% to account for slide padding
Diffstat (limited to 'css/shaders/tile-flip.fs')
-rw-r--r-- | css/shaders/tile-flip.fs | 64 |
1 files changed, 0 insertions, 64 deletions
diff --git a/css/shaders/tile-flip.fs b/css/shaders/tile-flip.fs deleted file mode 100644 index 3481a48..0000000 --- a/css/shaders/tile-flip.fs +++ /dev/null @@ -1,64 +0,0 @@ -/* - * 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; - -// Uniform values from CSS - -uniform float amount; -uniform float tileOutline; - -// Built-in uniforms - -uniform vec2 u_meshSize; -uniform vec2 u_textureSize; - -// Varyings passed in from vertex shader - -varying float v_depth; -varying vec2 v_uv; - -// Main - -void main() -{ - // FIXME: 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 c = vec4(1.0); - - // Fade out. - c.a = 1.0 - v_depth; - - // Show grid outline. - if (tileOutline >= 0.5) { - float cell_width = u_textureSize.x / u_meshSize.y; - float cell_height = u_textureSize.y / u_meshSize.x; - float dd = 1.0; - - if (mod(v_uv.x * u_textureSize.x + dd, cell_width) < 2.0 - || mod(v_uv.y * u_textureSize.y + dd, cell_height) < 2.0) { - if (amount > 0.0) - c.rgb = vec3(1.0 - sqrt(amount)); - } - } - css_ColorMatrix = mat4(c.r, 0.0, 0.0, 0.0, - 0.0, c.g, 0.0, 0.0, - 0.0, 0.0, c.b, 0.0, - 0.0, 0.0, 0.0, c.a); -} |