/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ #ifdef GL_ES precision highp float; #endif // attributes attribute vec3 vert; attribute vec3 normal; attribute vec2 texcoord; // scalar uniforms uniform float u_limit1; uniform float u_limit2; uniform float u_limit3; uniform float u_taperAmount; uniform float u_minVal; uniform float u_maxVal; uniform float u_center; // matrix uniforms uniform mat4 u_mvMatrix; uniform mat4 u_projMatrix; uniform mat4 u_worldMatrix; varying vec4 v_color; float TaperAmount( float param ) { // Bezier coordinates of the X coordinate. // Adjust these to get tighter or looser float tightness = 0.8; float x0, y0, x1, y1, x2, y2; float t; if (param < 0.5) { t = 2.0*param; x0 = 0.0; y0 = 0.0; x1 = tightness; y1 = 0.0; x2 = 1.0; y2 = 0.5; } else { t = (param - 0.5)*2.0; x0 = 0.0; y0 = 0.5; x1 = 1.0 - tightness; y1 = 1.0; x2 = 1.0; y2 = 1.0; } float a = x0 - 2.0*x1 + x2; float b = 2.0*(x1 - x0); float c = x0 - t; float descr = sqrt( b*b - 4.0*a*c ); float denom = 2.0*a; float n1 = (-b + descr)/denom; float n2 = (-b - descr)/denom; if ((n1 >= 0.0) || (n1 <= 1.0)) t = n1; else if ((n2 >= 0.0) || (n2 <= 1.0)) t = n2; else t = 0.0; float ya = y0 + t*(y1 - y0); float yb = y1 + t*(y2 - y1); float yc = ya + t*(yb - ya); return yc; } void main(void) { vec3 pos = vert; vec2 uv = texcoord; float limit1 = u_limit1, limit2 = u_limit2, limit3 = u_limit2; v_color = vec4(texcoord.x, texcoord.y, 0, 1); if ((uv.x > u_limit1) && (uv.x < u_limit3)) { float t; if (uv.x < u_limit2) { t = (uv.x - u_limit1)/(u_limit2 - u_limit1); } else { t = 1.0 - (uv.x - u_limit2)/(u_limit3 - u_limit2); } t = TaperAmount( t ); float maxVal; if (pos.y > u_center) { maxVal = u_maxVal; } else { maxVal = u_minVal; } float yFrac = (pos.y - u_center)/(maxVal-u_center); pos.y = pos.y - yFrac * (maxVal - u_center)*t*u_taperAmount; } gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; }