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 video, | ||||
| .reveal iframe { | ||||
| 	max-width: 100%; | ||||
| 	max-height: 100%; | ||||
| 	max-width: 95%; | ||||
| 	max-height: 95%; | ||||
| } | ||||
|  | ||||
| /** 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 | ||||
|  *********************************************/ | ||||
| @@ -1074,6 +1025,7 @@ body { | ||||
| 	        transition: none; | ||||
| } | ||||
|  | ||||
|  | ||||
| /********************************************* | ||||
|  * 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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