remove experimental tileflip transition, reduce max size of media content to 95% to account for slide padding
This commit is contained in:
		| @@ -181,8 +181,8 @@ body { | |||||||
| .reveal img, | .reveal img, | ||||||
| .reveal video, | .reveal video, | ||||||
| .reveal iframe { | .reveal iframe { | ||||||
| 	max-width: 100%; | 	max-width: 95%; | ||||||
| 	max-height: 100%; | 	max-height: 95%; | ||||||
| } | } | ||||||
|  |  | ||||||
| /** Prevents layering issues in certain browser/transition combinations */ | /** Prevents layering issues in certain browser/transition combinations */ | ||||||
| @@ -994,55 +994,6 @@ body { | |||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
| /********************************************* |  | ||||||
|  * TILE-FLIP TRANSITION (CSS shader) |  | ||||||
|  *********************************************/ |  | ||||||
|  |  | ||||||
| .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 |  | ||||||
| 	); |  | ||||||
| } |  | ||||||
|  |  | ||||||
| /********************************************* | /********************************************* | ||||||
|  * FADE TRANSITION |  * FADE TRANSITION | ||||||
|  *********************************************/ |  *********************************************/ | ||||||
| @@ -1074,6 +1025,7 @@ body { | |||||||
| 	        transition: none; | 	        transition: none; | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
| /********************************************* | /********************************************* | ||||||
|  * NO TRANSITION |  * NO TRANSITION | ||||||
|  *********************************************/ |  *********************************************/ | ||||||
|   | |||||||
							
								
								
									
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							| @@ -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); |  | ||||||
| } |  | ||||||
| @@ -1,141 +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; |  | ||||||
|  |  | ||||||
| // 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; |  | ||||||
| } |  | ||||||
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