🔧 Pass initial pointer position to magic lamp shader
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@@ -15,7 +15,8 @@
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform vec2 uActorScale;
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uniform vec2 uPointerPos;
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uniform vec2 uInitialPointerPos;
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uniform vec2 uCurrentPointerPos;
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uniform vec2 uControlPointA;
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uniform vec2 uControlPointB;
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@@ -25,22 +26,25 @@ void main() {
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vec2 texcoord = iTexCoord.st;
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texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
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vec2 warp = (texcoord - uPointerPos) * progress / (1.0 - progress);
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texcoord += warp * 0.5;
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vec2 warp = (texcoord - uInitialPointerPos) * progress / (1.0 - progress);
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vec4 oColor = getInputColor(texcoord);
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vec4 oColor = getInputColor(texcoord + warp);
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if (length(texcoord - uPointerPos) < 0.02) {
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if (length(texcoord - uInitialPointerPos) < 0.02) {
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oColor = vec4(1.0);
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}
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if (length(texcoord - uControlPointA) < 0.02) {
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if (length(texcoord - uCurrentPointerPos) < 0.02) {
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oColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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if (length(texcoord - uControlPointB) < 0.02) {
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if (length(texcoord - uControlPointA) < 0.02) {
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oColor = vec4(0.0, 1.0, 0.0, 1.0);
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}
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if (length(texcoord - uControlPointB) < 0.02) {
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oColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
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setOutputColor(oColor);
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}
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