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remove experimental tileflip transition, reduce max size of media content to 95% to account for slide padding

Hakim El Hattab 11 years ago
parent
commit
8a2f146267
4 changed files with 3 additions and 256 deletions
  1. 3 51
      css/reveal.css
  2. 0 0
      css/reveal.min.css
  3. 0 64
      css/shaders/tile-flip.fs
  4. 0 141
      css/shaders/tile-flip.vs

+ 3 - 51
css/reveal.css

@@ -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
  *********************************************/

File diff suppressed because it is too large
+ 0 - 0
css/reveal.min.css


+ 0 - 64
css/shaders/tile-flip.fs

@@ -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);
-}

+ 0 - 141
css/shaders/tile-flip.vs

@@ -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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