facility for css shader transitions, add css shader based tile-transition
This commit is contained in:
		| @@ -317,6 +317,7 @@ body { | |||||||
| 		        transition: width 800ms cubic-bezier(0.260, 0.860, 0.440, 0.985); | 		        transition: width 800ms cubic-bezier(0.260, 0.860, 0.440, 0.985); | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
|  |  | ||||||
| /********************************************* | /********************************************* | ||||||
|  * ROLLING LINKS |  * ROLLING LINKS | ||||||
|  *********************************************/ |  *********************************************/ | ||||||
| @@ -571,8 +572,9 @@ body { | |||||||
| 	        transform: translate(0, 150%); | 	        transform: translate(0, 150%); | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
| /********************************************* | /********************************************* | ||||||
|  * BOX TRANSITION |  * CUBE TRANSITION | ||||||
|  *********************************************/ |  *********************************************/ | ||||||
|  |  | ||||||
| .reveal.cube .slides { | .reveal.cube .slides { | ||||||
| @@ -808,6 +810,56 @@ body { | |||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
|  | /********************************************* | ||||||
|  |  * TILE-FLIP TRANSITION | ||||||
|  |  *********************************************/ | ||||||
|  |  | ||||||
|  | .reveal.tileflip .slides section.present { | ||||||
|  | 	-webkit-transform: none; | ||||||
|  | 	-webkit-transition-duration: 800ms; | ||||||
|  |  | ||||||
|  | 	-webkit-filter: custom( url(shaders/tile-flip.vs) mix(url(shaders/tile-flip.fs) multiply source-atop), 10 10 border-box detached, transform perspective(1000) scale(1) rotateX(0deg) rotateY(0deg) rotateZ(0deg),  | ||||||
|  | 		amount 0, randomness 0, flipAxis 0 1 0, tileOutline 1 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | .reveal.tileflip .slides section.past { | ||||||
|  | 	-webkit-transform: none; | ||||||
|  | 	-webkit-transition-duration: 800ms; | ||||||
|  | 	 | ||||||
|  | 	-webkit-filter: custom( url(shaders/tile-flip.vs) mix(url(shaders/tile-flip.fs) multiply source-atop), 10 10 border-box detached, transform perspective(1000) scale(1) rotateX(0deg) rotateY(0deg) rotateZ(0deg),  | ||||||
|  | 		amount 1, randomness 0, flipAxis 0 1 0, tileOutline 1 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | .reveal.tileflip .slides section.future { | ||||||
|  | 	-webkit-transform: none; | ||||||
|  | 	-webkit-transition-duration: 800ms; | ||||||
|  |  | ||||||
|  | 	-webkit-filter: custom( url(shaders/tile-flip.vs) mix(url(shaders/tile-flip.fs) multiply source-atop), 10 10 border-box detached, transform perspective(1000) scale(1) rotateX(0deg) rotateY(0deg) rotateZ(0deg),  | ||||||
|  | 		amount 1, randomness 0, flipAxis 0 1 0, tileOutline 1 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | .reveal.tileflip .slides>section>section.present {	 | ||||||
|  | 	-webkit-filter: custom( url(shaders/tile-flip.vs) mix(url(shaders/tile-flip.fs) multiply source-atop), 10 10 border-box detached, transform perspective(1000) scale(1) rotateX(0deg) rotateY(0deg) rotateZ(0deg),  | ||||||
|  | 		amount 0, randomness 2, flipAxis 1 0 0, tileOutline 1 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | .reveal.tileflip .slides>section>section.past {	 | ||||||
|  | 	-webkit-filter: custom( url(shaders/tile-flip.vs) mix(url(shaders/tile-flip.fs) multiply source-atop), 10 10 border-box detached, transform perspective(1000) scale(1) rotateX(0deg) rotateY(0deg) rotateZ(0deg),  | ||||||
|  | 		amount 1, randomness 2, flipAxis 1 0 0, tileOutline 1 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | .reveal.tileflip .slides>section>section.future {	 | ||||||
|  | 	-webkit-filter: custom( url(shaders/tile-flip.vs) mix(url(shaders/tile-flip.fs) multiply source-atop), 10 10 border-box detached, transform perspective(1000) scale(1) rotateX(0deg) rotateY(0deg) rotateZ(0deg),  | ||||||
|  | 		amount 1, randomness 2, flipAxis 1 0 0, tileOutline 1 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  |  | ||||||
| /********************************************* | /********************************************* | ||||||
|  * OVERVIEW |  * OVERVIEW | ||||||
|  *********************************************/ |  *********************************************/ | ||||||
| @@ -910,3 +962,4 @@ body { | |||||||
| 	display: none; | 	display: none; | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
|   | |||||||
							
								
								
									
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							| @@ -0,0 +1,64 @@ | |||||||
|  | /* | ||||||
|  |  * 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); | ||||||
|  | } | ||||||
							
								
								
									
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							| @@ -0,0 +1,141 @@ | |||||||
|  | /* | ||||||
|  |  * 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; | ||||||
|  |  | ||||||
|  | // Built-in attributes | ||||||
|  |  | ||||||
|  | attribute vec4 a_position; | ||||||
|  | attribute vec2 a_texCoord; | ||||||
|  | attribute vec3 a_triangleCoord; | ||||||
|  |  | ||||||
|  | // Built-in uniforms | ||||||
|  |  | ||||||
|  | uniform mat4 u_projectionMatrix; | ||||||
|  | uniform vec2 u_meshSize; | ||||||
|  | uniform vec2 u_textureSize; | ||||||
|  |  | ||||||
|  | // Uniform passed in from CSS | ||||||
|  |  | ||||||
|  | uniform mat4 transform; | ||||||
|  | uniform float amount; | ||||||
|  | uniform float randomness; | ||||||
|  | uniform vec3 flipAxis; | ||||||
|  |  | ||||||
|  | // Varyings | ||||||
|  |  | ||||||
|  | varying float v_depth; | ||||||
|  | varying vec2 v_uv; | ||||||
|  |  | ||||||
|  | // Constants | ||||||
|  |  | ||||||
|  | const float PI2 = 1.5707963267948966; | ||||||
|  |  | ||||||
|  | // Create perspective matrix | ||||||
|  |  | ||||||
|  | mat4 perspectiveMatrix(float p) | ||||||
|  | { | ||||||
|  |     float perspective = - 1.0 / p; | ||||||
|  |     return mat4( | ||||||
|  | 		1.0, 0.0, 0.0, 0.0, | ||||||
|  | 		0.0, 1.0, 0.0, 0.0, | ||||||
|  | 		0.0, 0.0, 1.0, perspective, | ||||||
|  | 		0.0, 0.0, 0.0, 1.0 | ||||||
|  | 	); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | // Rotate vector | ||||||
|  |  | ||||||
|  | vec3 rotateVectorByQuaternion(vec3 v, vec4 q) | ||||||
|  | { | ||||||
|  | 	vec3 dest = vec3(0.0); | ||||||
|  |  | ||||||
|  | 	float x = v.x, y  = v.y, z  = v.z; | ||||||
|  | 	float qx = q.x, qy = q.y, qz = q.z, qw = q.w; | ||||||
|  |  | ||||||
|  | 	// Calculate quaternion * vector. | ||||||
|  |  | ||||||
|  | 	float ix =  qw * x + qy * z - qz * y, | ||||||
|  | 		  iy =  qw * y + qz * x - qx * z, | ||||||
|  | 		  iz =  qw * z + qx * y - qy * x, | ||||||
|  | 		  iw = -qx * x - qy * y - qz * z; | ||||||
|  |  | ||||||
|  | 	// Calculate result * inverse quaternion. | ||||||
|  |  | ||||||
|  | 	dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; | ||||||
|  | 	dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; | ||||||
|  | 	dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; | ||||||
|  |  | ||||||
|  | 	return dest; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | // Convert rotation. | ||||||
|  |  | ||||||
|  | vec4 axisAngleToQuaternion(vec3 axis, float angle) | ||||||
|  | { | ||||||
|  | 	vec4 dest = vec4(0.0); | ||||||
|  |  | ||||||
|  | 	float halfAngle = angle / 2.0; | ||||||
|  | 	float s = sin(halfAngle); | ||||||
|  |  | ||||||
|  | 	dest.x = axis.x * s; | ||||||
|  | 	dest.y = axis.y * s; | ||||||
|  | 	dest.z = axis.z * s; | ||||||
|  | 	dest.w = cos(halfAngle); | ||||||
|  |  | ||||||
|  | 	return dest; | ||||||
|  | } | ||||||
|  |  | ||||||
|  | // Random function based on the tile coordinate. | ||||||
|  | // This will return the same value for all the vertices in the same tile (i.e. two triangles). | ||||||
|  |  | ||||||
|  | float random(vec2 scale) | ||||||
|  | { | ||||||
|  |     // Use the fragment position as a different seed per-pixel. | ||||||
|  |     return fract(sin(dot(vec2(a_triangleCoord.x, a_triangleCoord.y), scale)) * 4000.0); | ||||||
|  | } | ||||||
|  |  | ||||||
|  | // Main | ||||||
|  |  | ||||||
|  | void main() | ||||||
|  | { | ||||||
|  | 	// FIXME: We 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 pos = a_position; | ||||||
|  | 	float aspect = u_textureSize.x / u_textureSize.y; | ||||||
|  |  | ||||||
|  | 	float cx = a_triangleCoord.x / u_meshSize.y - 0.5 + 0.5 / u_meshSize.y; | ||||||
|  | 	float cy = a_triangleCoord.y / u_meshSize.x - 0.5 + 0.5 / u_meshSize.x; | ||||||
|  |  | ||||||
|  | 	vec3 centroid = vec3(cx, cy, 0.0); | ||||||
|  | 	float r = random(vec2(10.0, 80.0)); | ||||||
|  | 	float rr = mix(0.0, PI2, amount * (1.0 + randomness * r)); | ||||||
|  |  | ||||||
|  | 	vec4 rotation = vec4(flipAxis, rr); | ||||||
|  | 	vec4 qRotation = axisAngleToQuaternion(normalize(rotation.xyz), rotation.w); | ||||||
|  |  | ||||||
|  | 	vec3 newPosition = rotateVectorByQuaternion((pos.xyz - centroid)* vec3(aspect, 1., 1.0), qRotation) * vec3(1.0 / aspect, 1.0, 1.0) + centroid; | ||||||
|  | 	pos.xyz = newPosition; | ||||||
|  |  | ||||||
|  | 	gl_Position = u_projectionMatrix * transform * pos; | ||||||
|  |  | ||||||
|  | 	// Pass varyings to the fragment shader. | ||||||
|  | 	v_depth = abs(rr)/ PI2; | ||||||
|  | 	v_uv = a_texCoord; | ||||||
|  | } | ||||||
| @@ -1,5 +1,5 @@ | |||||||
| /*! | /*! | ||||||
|  * reveal.js 2.1 r25 |  * reveal.js 2.1 r26 | ||||||
|  * http://lab.hakim.se/reveal-js |  * http://lab.hakim.se/reveal-js | ||||||
|  * MIT licensed |  * MIT licensed | ||||||
|  *  |  *  | ||||||
|   | |||||||
							
								
								
									
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							| @@ -1,5 +1,5 @@ | |||||||
| /*! | /*! | ||||||
|  * reveal.js 2.1 r25 |  * reveal.js 2.1 r26 | ||||||
|  * http://lab.hakim.se/reveal-js |  * http://lab.hakim.se/reveal-js | ||||||
|  * MIT licensed |  * MIT licensed | ||||||
|  *  |  *  | ||||||
|   | |||||||
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