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更新windows内置office目录名, 适配jodconverter
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76
server/libreoffice/program/opengl/combinedVertexShader.glsl
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76
server/libreoffice/program/opengl/combinedVertexShader.glsl
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#version 130
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attribute vec2 position;
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attribute vec4 extrusion_vectors;
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#ifdef USE_VERTEX_COLORS
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attribute vec4 vertex_color_in;
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#endif
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varying float fade_factor; // fade factor for anti-aliasing
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varying float multiply;
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#ifdef USE_VERTEX_COLORS
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varying vec4 vertex_color;
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#endif
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uniform float line_width;
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uniform float feather; // width where we fade the line
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uniform mat4 mvp;
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#define TYPE_NORMAL 0
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#define TYPE_LINE 1
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uniform int type;
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void main()
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{
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vec2 extrusion_vector = extrusion_vectors.xy;
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float render_thickness = 0.0;
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if (type == TYPE_LINE)
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{
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// miter factor to additionally lengthen the distance of vertex (needed for miter)
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// if 1.0 - miter_factor has no effect
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float miter_factor = 1.0 / abs(extrusion_vectors.z);
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// fade factor is always -1.0 or 1.0 -> we transport that info together with length
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fade_factor = sign(extrusion_vectors.z);
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#ifdef USE_VERTEX_COLORS
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float the_feather = (1.0 + sign(extrusion_vectors.w)) / 4.0;
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float the_line_width = abs(extrusion_vectors.w);
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#else
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float the_feather = feather;
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float the_line_width = line_width;
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#endif
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render_thickness = (the_line_width * miter_factor + the_feather * 2.0 * miter_factor);
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// Calculate the multiplier so we can transform the 0->1 fade factor
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// to take feather and line width into account.
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float start = mix(0.0, (the_line_width / 2.0) - the_feather, the_feather * 2.0);
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float end = mix(1.0, (the_line_width / 2.0) + the_feather, the_feather * 2.0);
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multiply = 1.0 / (1.0 - (start / end));
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}
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// lengthen the vertex in direction of the extrusion vector by line width.
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vec4 final_position = vec4(position + (extrusion_vector * (render_thickness / 2.0) ), 0.0, 1.0);
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gl_Position = mvp * final_position;
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#ifdef USE_VERTEX_COLORS
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vertex_color = vertex_color_in / 255.0;
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#endif
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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