♻️ Use more consistent key names

This commit is contained in:
Simon Schneegans
2025-02-16 07:01:46 +01:00
parent 293fbf1d0f
commit 2a1e5f2b22
9 changed files with 94 additions and 91 deletions
+9 -9
View File
@@ -31,10 +31,10 @@
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
uniform float uColorSpeed;
uniform bool uRandomColorOffset;
uniform float uColorOffset;
uniform float uColorSaturation;
uniform float uSpeed;
uniform bool uRandomColor;
uniform float uStartHue;
uniform float uSaturation;
uniform float uBlur;
uniform vec2 uSeed;
uniform float uEdgeSize;
@@ -72,8 +72,8 @@ void main() {
gradient += simplex2D((iTexCoord + uSeed)) * 0.5;
// This mask is used for the color overlay.
float glowMask = (progress - gradient) / mix(uEdgeSize, 0.5, progress);
glowMask = 1.0 - clamp(glowMask - progress, 0.0, 1.0);
float glowMask = (progress - gradient) / (uEdgeSize + 0.1);
glowMask = 1.0 - clamp(glowMask, 0.0, 1.0);
// Quickly fade out the glow mask at the end of the animation.
glowMask *= easeOutSine(min(1.0, (1.0 - progress) * 4.0));
@@ -90,10 +90,10 @@ void main() {
}
glowMask *= windowColor.a;
vec3 glowColor = cos(progress * uColorSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset;
vec3 glowColor = cos(progress * uSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
float colorOffset = (uRandomColor) ? hash12(uSeed) : uStartHue;
glowColor = offsetHue(glowColor, colorOffset + 0.1);
glowColor = clamp(glowColor * uColorSaturation, vec3(0.0), vec3(1.0));
glowColor = clamp(glowColor * uSaturation, vec3(0.0), vec3(1.0));
windowColor.rgb += glowColor * glowMask;