facility for css shader transitions, add css shader based tile-transition
This commit is contained in:
		@@ -317,6 +317,7 @@ body {
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		        transition: width 800ms cubic-bezier(0.260, 0.860, 0.440, 0.985);
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	}
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/*********************************************
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 * ROLLING LINKS
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 *********************************************/
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@@ -571,8 +572,9 @@ body {
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	        transform: translate(0, 150%);
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}
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/*********************************************
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 * BOX TRANSITION
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 * CUBE TRANSITION
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 *********************************************/
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.reveal.cube .slides {
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@@ -808,6 +810,56 @@ body {
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}
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/*********************************************
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 * TILE-FLIP TRANSITION
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 *********************************************/
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.reveal.tileflip .slides section.present {
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	-webkit-transform: none;
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	-webkit-transition-duration: 800ms;
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	-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), 
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		amount 0, randomness 0, flipAxis 0 1 0, tileOutline 1
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	);
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}
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.reveal.tileflip .slides section.past {
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	-webkit-transform: none;
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	-webkit-transition-duration: 800ms;
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	-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), 
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		amount 1, randomness 0, flipAxis 0 1 0, tileOutline 1
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	);
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}
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.reveal.tileflip .slides section.future {
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	-webkit-transform: none;
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	-webkit-transition-duration: 800ms;
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	-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), 
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		amount 1, randomness 0, flipAxis 0 1 0, tileOutline 1
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	);
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}
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.reveal.tileflip .slides>section>section.present {	
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	-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), 
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		amount 0, randomness 2, flipAxis 1 0 0, tileOutline 1
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	);
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}
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.reveal.tileflip .slides>section>section.past {	
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	-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), 
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		amount 1, randomness 2, flipAxis 1 0 0, tileOutline 1
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	);
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}
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.reveal.tileflip .slides>section>section.future {	
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	-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), 
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		amount 1, randomness 2, flipAxis 1 0 0, tileOutline 1
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	);
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}
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/*********************************************
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 * OVERVIEW
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 *********************************************/
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@@ -910,3 +962,4 @@ body {
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	display: none;
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}
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										64
									
								
								css/shaders/tile-flip.fs
									
									
									
									
									
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										64
									
								
								css/shaders/tile-flip.fs
									
									
									
									
									
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							@@ -0,0 +1,64 @@
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/*
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 * Copyright (c) 2012 Adobe Systems Incorporated. All rights reserved.
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 * Copyright (c) 2012 Branislav Ulicny
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 * 
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 * Licensed under the Apache License, Version 2.0 (the "License");
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 * you may not use this file except in compliance with the License.
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 * You may obtain a copy of the License at
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 * 
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 *     http://www.apache.org/licenses/LICENSE-2.0
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 * 
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 * Unless required by applicable law or agreed to in writing, software
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 * distributed under the License is distributed on an "AS IS" BASIS,
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 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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 * See the License for the specific language governing permissions and
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 * limitations under the License.
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 */
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precision mediump float;
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// Uniform values from CSS
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uniform float amount;
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uniform float tileOutline;
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// Built-in uniforms
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uniform vec2 u_meshSize;
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uniform vec2 u_textureSize;
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// Varyings passed in from vertex shader
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varying float v_depth;
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varying vec2 v_uv;
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// Main
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void main()
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{
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	// FIXME: Must swap x and y as a workaround for: 
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	// https://bugs.webkit.org/show_bug.cgi?id=96285
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	vec2 u_meshSize = u_meshSize.yx;
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	vec4 c = vec4(1.0);
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	// Fade out.
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	c.a = 1.0 - v_depth;
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	// Show grid outline.
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	if (tileOutline >= 0.5) {
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		float cell_width = u_textureSize.x / u_meshSize.y;
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		float cell_height = u_textureSize.y / u_meshSize.x;
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		float dd = 1.0;
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		if (mod(v_uv.x * u_textureSize.x + dd, cell_width) < 2.0
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			|| mod(v_uv.y * u_textureSize.y + dd, cell_height) < 2.0) {
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			if (amount > 0.0)
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				c.rgb = vec3(1.0 - sqrt(amount));
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		}
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	}
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	css_ColorMatrix = mat4(c.r, 0.0, 0.0, 0.0,
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							0.0, c.g, 0.0, 0.0,
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							0.0, 0.0, c.b, 0.0,
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							0.0, 0.0, 0.0, c.a);
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}
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										141
									
								
								css/shaders/tile-flip.vs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										141
									
								
								css/shaders/tile-flip.vs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,141 @@
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/*
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 * Copyright (c)2012 Adobe Systems Incorporated. All rights reserved.
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 * Copyright (c)2012 Branislav Ulicny
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 * 
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 * Licensed under the Apache License, Version 2.0 (the "License");
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 * you may not use this file except in compliance with the License.
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 * You may obtain a copy of the License at
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 * 
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 *     http://www.apache.org/licenses/LICENSE-2.0
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 * 
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 * Unless required by applicable law or agreed to in writing, software
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 * distributed under the License is distributed on an "AS IS" BASIS,
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 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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 * See the License for the specific language governing permissions and
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 * limitations under the License.
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 */
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precision mediump float;
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// Built-in attributes
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec3 a_triangleCoord;
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// Built-in uniforms
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uniform mat4 u_projectionMatrix;
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uniform vec2 u_meshSize;
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uniform vec2 u_textureSize;
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// Uniform passed in from CSS
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uniform mat4 transform;
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uniform float amount;
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uniform float randomness;
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uniform vec3 flipAxis;
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// Varyings
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varying float v_depth;
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varying vec2 v_uv;
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// Constants
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const float PI2 = 1.5707963267948966;
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// Create perspective matrix
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mat4 perspectiveMatrix(float p)
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{
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    float perspective = - 1.0 / p;
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    return mat4(
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		1.0, 0.0, 0.0, 0.0,
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		0.0, 1.0, 0.0, 0.0,
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		0.0, 0.0, 1.0, perspective,
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		0.0, 0.0, 0.0, 1.0
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	);
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}
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// Rotate vector
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vec3 rotateVectorByQuaternion(vec3 v, vec4 q)
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{
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	vec3 dest = vec3(0.0);
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	float x = v.x, y  = v.y, z  = v.z;
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	float qx = q.x, qy = q.y, qz = q.z, qw = q.w;
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	// Calculate quaternion * vector.
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	float ix =  qw * x + qy * z - qz * y,
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		  iy =  qw * y + qz * x - qx * z,
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		  iz =  qw * z + qx * y - qy * x,
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		  iw = -qx * x - qy * y - qz * z;
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	// Calculate result * inverse quaternion.
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	dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
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	dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
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	dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
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	return dest;
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}
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// Convert rotation.
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vec4 axisAngleToQuaternion(vec3 axis, float angle)
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{
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	vec4 dest = vec4(0.0);
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	float halfAngle = angle / 2.0;
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	float s = sin(halfAngle);
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	dest.x = axis.x * s;
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	dest.y = axis.y * s;
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	dest.z = axis.z * s;
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	dest.w = cos(halfAngle);
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	return dest;
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}
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// Random function based on the tile coordinate.
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// This will return the same value for all the vertices in the same tile (i.e. two triangles).
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float random(vec2 scale)
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{
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    // Use the fragment position as a different seed per-pixel.
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    return fract(sin(dot(vec2(a_triangleCoord.x, a_triangleCoord.y), scale)) * 4000.0);
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}
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// Main
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void main()
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{
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	// FIXME: We must swap x and y as a workaround for: 
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	// https://bugs.webkit.org/show_bug.cgi?id=96285
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	vec2 u_meshSize = u_meshSize.yx;
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  	vec4 pos = a_position;
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	float aspect = u_textureSize.x / u_textureSize.y;
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	float cx = a_triangleCoord.x / u_meshSize.y - 0.5 + 0.5 / u_meshSize.y;
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	float cy = a_triangleCoord.y / u_meshSize.x - 0.5 + 0.5 / u_meshSize.x;
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	vec3 centroid = vec3(cx, cy, 0.0);
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	float r = random(vec2(10.0, 80.0));
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	float rr = mix(0.0, PI2, amount * (1.0 + randomness * r));
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	vec4 rotation = vec4(flipAxis, rr);
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	vec4 qRotation = axisAngleToQuaternion(normalize(rotation.xyz), rotation.w);
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	vec3 newPosition = rotateVectorByQuaternion((pos.xyz - centroid)* vec3(aspect, 1., 1.0), qRotation) * vec3(1.0 / aspect, 1.0, 1.0) + centroid;
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	pos.xyz = newPosition;
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	gl_Position = u_projectionMatrix * transform * pos;
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	// Pass varyings to the fragment shader.
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	v_depth = abs(rr)/ PI2;
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	v_uv = a_texCoord;
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}
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@@ -1,5 +1,5 @@
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/*!
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 * reveal.js 2.1 r25
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 * reveal.js 2.1 r26
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 * http://lab.hakim.se/reveal-js
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 * MIT licensed
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 * 
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										2
									
								
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										vendored
									
									
								
							
							
						
						
									
										2
									
								
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							@@ -1,5 +1,5 @@
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/*!
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 * reveal.js 2.1 r25
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 * reveal.js 2.1 r26
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 * http://lab.hakim.se/reveal-js
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 * MIT licensed
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 * 
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