♻️ Use more consistent key names
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@@ -31,10 +31,10 @@
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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uniform float uColorSpeed;
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uniform bool uRandomColorOffset;
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uniform float uColorOffset;
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uniform float uColorSaturation;
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uniform float uSpeed;
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uniform bool uRandomColor;
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uniform float uStartHue;
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uniform float uSaturation;
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uniform float uBlur;
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uniform vec2 uSeed;
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uniform float uEdgeSize;
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@@ -72,8 +72,8 @@ void main() {
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gradient += simplex2D((iTexCoord + uSeed)) * 0.5;
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// This mask is used for the color overlay.
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float glowMask = (progress - gradient) / mix(uEdgeSize, 0.5, progress);
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glowMask = 1.0 - clamp(glowMask - progress, 0.0, 1.0);
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float glowMask = (progress - gradient) / (uEdgeSize + 0.1);
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glowMask = 1.0 - clamp(glowMask, 0.0, 1.0);
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// Quickly fade out the glow mask at the end of the animation.
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glowMask *= easeOutSine(min(1.0, (1.0 - progress) * 4.0));
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@@ -90,10 +90,10 @@ void main() {
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}
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glowMask *= windowColor.a;
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vec3 glowColor = cos(progress * uColorSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
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float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset;
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vec3 glowColor = cos(progress * uSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
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float colorOffset = (uRandomColor) ? hash12(uSeed) : uStartHue;
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glowColor = offsetHue(glowColor, colorOffset + 0.1);
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glowColor = clamp(glowColor * uColorSaturation, vec3(0.0), vec3(1.0));
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glowColor = clamp(glowColor * uSaturation, vec3(0.0), vec3(1.0));
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windowColor.rgb += glowColor * glowMask;
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@@ -31,13 +31,13 @@
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// void setOutputColor(vec4 outColor)
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// window time ... how we split the time between the window and the sparkle/star
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uniform float uWT;
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uniform float uXpos; // the Xposition of the star
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uniform float uYpos; // the Yposition of the star
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uniform float uSparkleRot; // the rotation of the star
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uniform float uSparkleSize; // the size of the star
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uniform bool uWinRot; // window rotation... but it's more of a warp
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uniform vec2 uSeed; // and random numbers
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uniform float uAnimationSplit;
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uniform float uHorizontalSparklePosition; // the Xposition of the star
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uniform float uVerticalSparklePosition; // the Yposition of the star
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uniform float uSparkleRot; // the rotation of the star
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uniform float uSparkleSize; // the size of the star
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uniform bool uWindowRotation; // window rotation... but it's more of a warp
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uniform vec2 uSeed; // and random numbers
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// Used to scale the window.
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vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset) {
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@@ -106,16 +106,18 @@ void main() {
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Scale progress ... the first half of the animation.
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float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0);
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float scalep = remap(progress, 0.0, uAnimationSplit + 0.1, 0.0, 1.0);
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scalep = easeOutQuad(scalep);
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// Sparkle progress ... the second half of the animation.
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float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0);
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float sparkp = remap(progress, uAnimationSplit - 0.1, 1.0, 0.0, 1.0);
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sparkp = easeInOutSine(sparkp);
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// This is the offset of the window... don't let them go too far each way.
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vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20;
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vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep);
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vec2 offset = vec2(uHorizontalSparklePosition, uVerticalSparklePosition * -1.0) * 0.20;
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vec2 scaleOffset =
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mix(vec2(0.0),
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vec2(uHorizontalSparklePosition, uVerticalSparklePosition * -1.0) * 0.50, scalep);
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// the UV for this function
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float aspect = uSize.x / uSize.y;
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@@ -129,7 +131,7 @@ void main() {
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// Rotation and if we are gonna rotate or not.
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vec3 rot = vec3(0.0);
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if (uWinRot) {
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if (uWindowRotation) {
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rot = hash32(uSeed);
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rot *= 2.0;
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rot -= 1.0;
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