Merge branch 'main' into feature/incinerate

This commit is contained in:
Simon Schneegans
2022-06-17 05:58:36 +02:00
47 changed files with 1776 additions and 315 deletions
+5 -9
View File
@@ -30,7 +30,7 @@ void main() {
// Choose a random suction center.
vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - center;
// Add some shaking.
coords.x +=
@@ -39,7 +39,7 @@ void main() {
progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
// "Suck" the texture into the center.
float dist = length(coords) / sqrt(2);
float dist = length(coords) / sqrt(2.0);
coords += progress * coords / dist * 0.5 * uSuction;
// Apply some whirling.
@@ -48,12 +48,8 @@ void main() {
float c = cos(angle);
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
cogl_color_out = texture2D(uTexture, coords + center);
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Fade out the window texture.
cogl_color_out.a *= 1.0 - progress;
vec4 oColor = getInputColor(coords + center);
oColor.a *= 1.0 - progress;
setOutputColor(oColor);
}
+7 -10
View File
@@ -20,12 +20,12 @@ uniform float uShardScale;
uniform float uBlowForce;
uniform float uGravity;
const float SHARD_LAYERS = 5;
const float SHARD_LAYERS = 5.0;
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
void main() {
cogl_color_out = vec4(0, 0, 0, 0);
vec4 oColor = vec4(0.0);
float progress = uForOpening ? 1.0 - uProgress : uProgress;
@@ -35,13 +35,13 @@ void main() {
// To enable drawing shards outside of the window bounds, the actor was scaled
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING;
// Scale and rotate around our epicenter.
coords -= uEpicenter;
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + uBlowForce * (i + 2) / SHARD_LAYERS, progress);
coords /= mix(1.0, 1.0 + uBlowForce * (i + 2.0) / SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0) - 0.5) * 0.2 * progress;
@@ -65,13 +65,10 @@ void main() {
// the bin of the current shard.
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0) {
cogl_color_out = texture2D(uTexture, coords);
if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0.0) {
oColor = getInputColor(coords);
}
}
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
setOutputColor(oColor);
}
+101 -16
View File
@@ -17,19 +17,104 @@
// --------------------------------------------------------------------- standard uniforms
// uForOpening: True if a window-open animation is ongoing, false otherwise.
// uTexture: Contains the texture of the window.
// uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds.
// uSize: The size of uTexture in pixels.
// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
// Each shader can access these standard input values:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
uniform bool uForOpening;
uniform sampler2D uTexture;
uniform float uProgress;
uniform float uTime;
uniform float uDuration;
#if defined(KWIN) // --------------------------------------------------------------------
uniform sampler2D sampler;
uniform int textureWidth;
uniform int textureHeight;
in vec2 texcoord0;
out vec4 fragColor;
vec2 uSize = vec2(textureWidth, textureHeight);
vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
float uPadding = 0.0;
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
if (color.a > 0.0) {
color.rgb /= color.a;
}
return color;
}
void setOutputColor(vec4 outColor) {
fragColor = vec4(outColor.rgb * outColor.a, outColor.a);
}
#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
uniform sampler2D sampler;
uniform int textureWidth;
uniform int textureHeight;
varying vec2 texcoord0;
vec2 uSize = vec2(textureWidth, textureHeight);
vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
float uPadding = 0.0;
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
if (color.a > 0.0) {
color.rgb /= color.a;
}
return color;
}
void setOutputColor(vec4 outColor) {
gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a);
}
#else // GNOME --------------------------------------------------------------------------
// On GNOME, the uniforms are just normal uniforms.
uniform sampler2D uTexture;
uniform vec2 uSize;
uniform float uPadding;
// On GNOME, we set iTexCoord to be an alias for the cogl variables.
#define iTexCoord cogl_tex_coord_in[0]
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(uTexture, coords);
if (color.a > 0.0) {
color.rgb /= color.a;
}
return color;
}
void setOutputColor(vec4 outColor) { cogl_color_out = outColor; }
#endif // -------------------------------------------------------------------------------
// ----------------------------------------------------------------- compositing operators
// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
@@ -45,7 +130,7 @@ vec4 alphaOver(vec4 under, vec4 over) {
// Taken from here:
// https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c
float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
float easeOutQuad(float x) { return -1.0 * x * (x - 2.0); }
// --------------------------------------------------------------------- edge mask helpers
@@ -54,10 +139,10 @@ float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
// pixels and one which takes this as a percentage.
float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
float mask = 1.0;
mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
return mask;
}
@@ -70,8 +155,8 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
// (offset = 1).
float getAbsoluteEdgeMask(float fadePixels, float offset) {
float padding = max(0, uPadding - fadePixels * offset);
vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
float padding = max(0.0, uPadding - fadePixels * offset);
vec2 uv = iTexCoord.st * uSize - padding;
return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
}
@@ -79,7 +164,7 @@ float getAbsoluteEdgeMask(float fadePixels, float offset) {
// the fade zone is given relative to the actor size. This neither uses uSize and
// uPadding.
float getRelativeEdgeMask(float fadeAmount) {
vec2 uv = cogl_tex_coord_in[0].st;
vec2 uv = iTexCoord.st;
return getEdgeMask(uv, vec2(1.0), fadeAmount);
}
+25 -28
View File
@@ -19,19 +19,19 @@ uniform float uScale;
const float FADE_IN_TIME = 0.3;
const float FADE_OUT_TIME = 0.6;
const float HEART_FADE_TIME = 0.3;
const float EDGE_FADE_WIDTH = 50;
const float EDGE_FADE_WIDTH = 50.0;
// This method returns two values:
// result.x: A mask for the particles.
// result.y: The opacity of the fading window.
vec2 getMasks(float progress) {
float fadeInProgress = clamp(progress / FADE_IN_TIME, 0, 1);
float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0, 1);
float fadeInProgress = clamp(progress / FADE_IN_TIME, 0.0, 1.0);
float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0.0, 1.0);
float heartProgress =
clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0.0, 1.0);
// Compute mask for the "atom" particles.
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
float dist = length(iTexCoord.st - 0.5) * 4.0;
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
atomMask *= fadeInProgress;
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
@@ -41,10 +41,10 @@ vec2 getMasks(float progress) {
atomMask *= edgeFade;
float heartMask = getRelativeEdgeMask(0.5);
heartMask = 3.0 * pow(heartMask, 5);
heartMask = 3.0 * pow(heartMask, 5.0);
heartMask *= fadeOutProgress;
heartMask *= 1.0 - heartProgress;
atomMask = clamp(heartMask + atomMask, 0, 1);
atomMask = clamp(heartMask + atomMask, 0.0, 1.0);
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
@@ -59,39 +59,36 @@ vec2 getMasks(float progress) {
void main() {
float progress = easeOutQuad(uProgress);
vec2 masks = getMasks(progress);
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
vec2 masks = getMasks(progress);
vec4 oColor = getInputColor(iTexCoord.st);
// Dissolve window to effect color / transparency.
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
cogl_color_out.a = windowColor.a * masks.y;
oColor.rgb = mix(uColor, oColor.rgb, 0.2 * masks.y + 0.8);
oColor.a = oColor.a * masks.y;
vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * progress);
vec2 scaledUV = (iTexCoord.st - 0.5) * (1.0 + 0.1 * progress);
scaledUV /= uScale;
// Add molecule particles.
vec2 uv = scaledUV + vec2(0, 0.1 * uTime);
vec2 uv = scaledUV + vec2(0.0, 0.1 * uProgress * uDuration);
uv *= 0.010598 * vec2(0.5 * uSize.x, uSize.y);
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uTime))), 3.0);
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uProgress * uDuration))), 3.0);
// Add more molecule particles.
for (int i = 1; i <= 3; ++i) {
for (float i = 1.0; i <= 3.0; ++i) {
vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize;
float atoms = simplex3D(vec3(uv, 2.0 * uTime / i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2);
float atoms = simplex3D(vec3(uv, 2.0 * uProgress * uDuration / i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2.0);
}
cogl_color_out.rgb += uColor * particles * masks.x;
cogl_color_out.a += particles * masks.x;
oColor.rgb += uColor * particles * masks.x;
oColor.a += particles * masks.x;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks, 0.0, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(particles), 1.0);
// oColor = vec4(masks, 0.0, 1.0);
// oColor = vec4(vec3(masks.x), 1.0);
// oColor = vec4(vec3(masks.y), 1.0);
// oColor = vec4(vec3(particles), 1.0);
setOutputColor(oColor);
}
+32 -35
View File
@@ -19,7 +19,7 @@ uniform float uScale;
const float SHOWER_TIME = 0.3;
const float SHOWER_WIDTH = 0.3;
const float STREAK_TIME = 0.6;
const float EDGE_FADE = 50;
const float EDGE_FADE = 50.0;
// This method returns four values:
// result.x: A mask for the particles which lead the shower.
@@ -28,24 +28,24 @@ const float EDGE_FADE = 50;
// result.w: The opacity of the fading window.
vec4 getMasks(float progress) {
float showerProgress = progress / SHOWER_TIME;
float streakProgress = clamp((progress - SHOWER_TIME) / STREAK_TIME, 0, 1);
float fadeProgress = clamp((progress - SHOWER_TIME) / (1.0 - SHOWER_TIME), 0, 1);
float streakProgress = clamp((progress - SHOWER_TIME) / STREAK_TIME, 0.0, 1.0);
float fadeProgress = clamp((progress - SHOWER_TIME) / (1.0 - SHOWER_TIME), 0.0, 1.0);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t;
float t = iTexCoord.t;
// A smooth gradient which moves to the bottom within the showerProgress.
float showerMask =
smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
smoothstep(1.0, 0.0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
// This is 1 above the streak mask.
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0.0 ? 1.0 : 0.0;
// Compute mask for the "atom" particles.
float atomMask = getRelativeEdgeMask(0.2);
atomMask = max(0, atomMask - showerMask);
atomMask = max(0.0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= sqrt(1 - fadeProgress * fadeProgress);
atomMask *= sqrt(1.0 - fadeProgress * fadeProgress);
// Make some particles visible in the streaks.
showerMask += 0.05 * streakMask;
@@ -76,46 +76,43 @@ vec4 getMasks(float progress) {
void main() {
float progress = easeOutQuad(uProgress);
vec4 masks = getMasks(progress);
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
vec4 masks = getMasks(progress);
vec4 oColor = getInputColor(iTexCoord.st);
// Dissolve window to effect color / transparency.
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.5 * masks.w + 0.5);
cogl_color_out.a = windowColor.a * masks.w;
oColor.rgb = mix(uColor, oColor.rgb, 0.5 * masks.w + 0.5);
oColor.a = oColor.a * masks.w;
// Add leading shower particles.
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7 * progress / SHOWER_TIME);
vec2 showerUV = iTexCoord.st + vec2(0.0, -0.7 * progress / SHOWER_TIME);
showerUV *= 0.02 * uSize / uScale;
float shower = pow(simplex2D(showerUV), 10.0);
cogl_color_out.rgb += uColor * shower * masks.x;
cogl_color_out.a += shower * masks.x;
oColor.rgb += uColor * shower * masks.x;
oColor.a += shower * masks.x;
// Add trailing streak lines.
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -progress / SHOWER_TIME);
vec2 streakUV = iTexCoord.st + vec2(0.0, -progress / SHOWER_TIME);
streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale;
float streaks = simplex2DFractal(streakUV) * 0.5;
cogl_color_out.rgb += uColor * streaks * masks.y;
cogl_color_out.a += streaks * masks.y;
oColor.rgb += uColor * streaks * masks.y;
oColor.a += streaks * masks.y;
// Add glimmering atoms.
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025 * progress / SHOWER_TIME);
vec2 atomUV = iTexCoord.st + vec2(0.0, -0.025 * progress / SHOWER_TIME);
atomUV *= 0.2 * uSize / uScale;
float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
cogl_color_out.rgb += uColor * atoms * masks.z;
cogl_color_out.a += atoms * masks.z;
float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0);
oColor.rgb += uColor * atoms * masks.z;
oColor.a += atoms * masks.z;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks.rgb, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(masks.z), 1.0);
// cogl_color_out = vec4(vec3(masks.w), 1.0);
// cogl_color_out = vec4(vec3(shower), 1.0);
// cogl_color_out = vec4(vec3(streaks), 1.0);
// cogl_color_out = vec4(vec3(atoms), 1.0);
// oColor = vec4(masks.rgb, 1.0);
// oColor = vec4(vec3(masks.x), 1.0);
// oColor = vec4(vec3(masks.y), 1.0);
// oColor = vec4(vec3(masks.z), 1.0);
// oColor = vec4(vec3(masks.w), 1.0);
// oColor = vec4(vec3(shower), 1.0);
// oColor = vec4(vec3(streaks), 1.0);
// oColor = vec4(vec3(atoms), 1.0);
setOutputColor(oColor);
}
+35 -25
View File
@@ -23,14 +23,25 @@ uniform vec4 uGradient4;
uniform vec4 uGradient5;
// These may be configurable in the future.
const float EDGE_FADE = 70;
const float EDGE_FADE = 70.0;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
// This maps the input value from [0..1] to a color from the gradient.
vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
vec4 colors[5] = vec4[](uGradient1, uGradient2, uGradient3, uGradient4, uGradient5);
float steps[5];
steps[0] = 0.0;
steps[1] = 0.2;
steps[2] = 0.35;
steps[3] = 0.5;
steps[4] = 0.8;
vec4 colors[5];
colors[0] = uGradient1;
colors[1] = uGradient2;
colors[2] = uGradient3;
colors[3] = uGradient4;
colors[4] = uGradient5;
if (v < steps[0]) {
return colors[0];
@@ -59,22 +70,22 @@ vec4 getFireColor(float v) {
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
float progress = easeOutQuad(uProgress);
float burnProgress = clamp(progress / hideTime, 0, 1);
float afterBurnProgress = clamp((progress - hideTime) / (1 - hideTime), 0, 1);
float burnProgress = clamp(progress / hideTime, 0.0, 1.0);
float afterBurnProgress = clamp((progress - hideTime) / (1.0 - hideTime), 0.0, 1.0);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
float t = iTexCoord.t * (1.0 - fadeWidth);
// Visible part of the window. Gradually dissolves towards the bottom.
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
float windowMask = 1.0 - clamp((burnProgress - t) / fadeWidth, 0.0, 1.0);
// Gradient from top burning window.
float effectMask = clamp(t * (1 - windowMask) / burnProgress, 0, 1);
float effectMask = clamp(t * (1.0 - windowMask) / burnProgress, 0.0, 1.0);
// Fade-out when the window burned down.
if (progress > hideTime) {
float fade = sqrt(1 - afterBurnProgress * afterBurnProgress);
effectMask *= mix(1, 1 - t, afterBurnProgress) * fade;
float fade = sqrt(1.0 - afterBurnProgress * afterBurnProgress);
effectMask *= mix(1.0, 1.0 - t, afterBurnProgress) * fade;
}
// Fade at window borders.
@@ -89,11 +100,13 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
void main() {
// Get a noise value which moves vertically in time.
vec2 uv = cogl_tex_coord_in[0].st * uSize / vec2(400, 600) / uScale;
uv.y += uTime * uMovementSpeed;
vec2 uv = iTexCoord.st * uSize / vec2(400, 600) / uScale;
uv.y += uProgress * uDuration * uMovementSpeed;
float noise = u3DNoise ? simplex3DFractal(vec3(uv * 4.0, uTime * uMovementSpeed * 1.5))
: simplex2DFractal(uv * 4.0);
float noise =
u3DNoise
? simplex3DFractal(vec3(uv * 4.0, uProgress * uDuration * uMovementSpeed * 1.5))
: simplex2DFractal(uv * 4.0);
// Modulate noise by effect mask.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
@@ -103,21 +116,18 @@ void main() {
vec4 fire = getFireColor(noise);
// Get the window texture.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec4 oColor = getInputColor(iTexCoord.st);
// Fade the window according to the effect mask.
cogl_color_out.a *= effectMask.x;
oColor.a *= effectMask.x;
// Add the fire to the window.
cogl_color_out = alphaOver(cogl_color_out, fire);
oColor = alphaOver(oColor, fire);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
// cogl_color_out = vec4(vec3(effectMask.x), 1);
// cogl_color_out = vec4(vec3(effectMask.y), 1);
// oColor = vec4(vec3(noise), 1);
// oColor = vec4(vec3(effectMask.x), 1);
// oColor = vec4(vec3(effectMask.y), 1);
setOutputColor(oColor);
}
+19 -24
View File
@@ -20,7 +20,7 @@ uniform float uLineWidth;
uniform vec4 uGlowColor;
uniform vec4 uLineColor;
// This methods generates a procedural hexagonal pattern. It returns four values:
// This method generates a procedural hexagonal pattern. It returns four values:
// result.xy: This contains cell-relative coordinates for the given point.
// [0, 0] is in the center of a cell, [0, 1] at the upper edge,
// [sqrt(4.0 / 3.0), 0] at the right tip and so on.
@@ -31,10 +31,10 @@ uniform vec4 uLineColor;
vec4 getHexagons(vec2 p) {
// Length of a cell's edge.
const float edgeLength = sqrt(4.0 / 3.0);
float edgeLength = sqrt(4.0 / 3.0);
// The hexgrid repeats after this distance.
const vec2 scale = vec2(3.0 * edgeLength, 2.0);
vec2 scale = vec2(3.0 * edgeLength, 2.0);
// This is a repeating grid of scale-sized cells. Y-values are in the
// interval [-1...1], X-value in [-1.5*edgeLength...1.5*edgeLength].
@@ -68,33 +68,26 @@ void main() {
// Add some smooth noise to the progress so that not every tile behaves the
// same.
float noise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
float noise = simplex2D(iTexCoord.st + uSeed);
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
// glowProgress fades in in the first half of the animation, tileProgress fades
// in in the second half.
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
float glowProgress = smoothstep(0.0, 1.0, clamp(progress / 0.5, 0.0, 1.0));
float tileProgress = smoothstep(0.0, 1.0, clamp((progress - 0.5) / 0.5, 0.0, 1.0));
vec2 texScale = 0.1 * uSize / uScale;
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
vec4 hex = getHexagons(iTexCoord.st * texScale);
if (tileProgress > hex.z) {
vec4 oColor = vec4(0.0);
// Crop outer parts of the shrinking tiles.
cogl_color_out.a = 0.0;
} else {
// Crop outer parts of the shrinking tiles.
if (tileProgress < hex.z) {
// Make the tiles shrink by offsetting the texture lookup towards the edge
// of the cell.
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
oColor = getInputColor(iTexCoord.st + lookupOffset);
vec4 glow = uGlowColor;
vec4 line = uLineColor;
@@ -111,15 +104,17 @@ void main() {
line.a *= glowProgress;
// Do not add the hexagon lines onto transparent parts of the window.
glow *= cogl_color_out.a;
line *= cogl_color_out.a;
glow *= oColor.a;
line *= oColor.a;
if (uAdditiveBlending) {
cogl_color_out.rgb += glow.rgb * glow.a;
cogl_color_out.rgb += line.rgb * line.a;
oColor.rgb += glow.rgb * glow.a;
oColor.rgb += line.rgb * line.a;
} else {
cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
oColor.rgb = mix(oColor.rgb, glow.rgb, glow.a);
oColor.rgb = mix(oColor.rgb, line.rgb, line.a);
}
}
setOutputColor(oColor);
}
+21 -23
View File
@@ -21,8 +21,8 @@ uniform float uRandomness;
uniform float uOverShoot;
// These may be configurable in the future.
const float EDGE_FADE = 30;
const float FADE_WIDTH = 150;
const float EDGE_FADE = 30.0;
const float FADE_WIDTH = 150.0;
const float TRAIL_LENGTH = 0.2;
const float FINAL_FADE_START_TIME = 0.8;
const float LETTER_TILES = 16.0;
@@ -36,7 +36,7 @@ float getText(vec2 fragCoord) {
// Choose random letter.
uv += floor(hash22(floor(hash22(block) * vec2(12.9898, 78.233) +
LETTER_FLICKER_SPEED * uTime + 42.254)) *
LETTER_FLICKER_SPEED * uProgress * uDuration + 42.254)) *
LETTER_TILES);
return texture2D(uFontTexture, uv / LETTER_TILES).r;
@@ -47,16 +47,16 @@ float getText(vec2 fragCoord) {
// to one below each drop and to zero above it. This second value is used for fading
// the window texture.
vec2 getRain(vec2 fragCoord) {
float column = cogl_tex_coord_in[0].x * uSize.x;
float column = iTexCoord.x * uSize.x;
column -= mod(column, uLetterSize);
float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness);
float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
float distToDrop = (uProgress * 2 - delay) * speed - cogl_tex_coord_in[0].y;
float distToDrop = (uProgress * 2 - delay) * speed - iTexCoord.y;
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop / TRAIL_LENGTH) : 0;
float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
float rainAlpha = distToDrop >= 0.0 ? exp(-distToDrop / TRAIL_LENGTH) : 0.0;
float windowAlpha = 1.0 - clamp(uSize.y * distToDrop, 0.0, FADE_WIDTH) / FADE_WIDTH;
// Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5);
@@ -64,8 +64,8 @@ vec2 getRain(vec2 fragCoord) {
// Add some variation to the drop start and end position.
float shorten =
fract(sin(column + 42.0) * 33.423) * mix(0.0, uOverShoot * 0.25, uRandomness);
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
rainAlpha *= smoothstep(0.0, 1.0, clamp(iTexCoord.y / shorten, 0.0, 1.0));
rainAlpha *= smoothstep(0.0, 1.0, clamp((1.0 - iTexCoord.y) / shorten, 0.0, 1.0));
if (uForOpening) {
windowAlpha = 1.0 - windowAlpha;
@@ -75,7 +75,7 @@ vec2 getRain(vec2 fragCoord) {
}
void main() {
vec2 coords = cogl_tex_coord_in[0].st;
vec2 coords = iTexCoord.st;
coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
// Get a cool matrix effect. See comments for those methods above.
@@ -83,28 +83,26 @@ void main() {
float textMask = getText(coords);
// Get the window texture.
cogl_color_out = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec4 oColor = getInputColor(coords);
// Fade the window according to the effect mask.
cogl_color_out.a *= rainMask.y;
oColor.a *= rainMask.y;
// This is used to fade out the remaining trails in the end.
float finalFade =
1 - clamp((uProgress - FINAL_FADE_START_TIME) / (1 - FINAL_FADE_START_TIME), 0, 1);
1 -
clamp((uProgress - FINAL_FADE_START_TIME) / (1.0 - FINAL_FADE_START_TIME), 0.0, 1.0);
float rainAlpha = finalFade * rainMask.x;
// Add the matrix effect to the window.
vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha + 0.1, 4))),
vec4 text = vec4(mix(uTrailColor, uTipColor, min(1.0, pow(rainAlpha + 0.1, 4.0))),
rainAlpha * textMask);
cogl_color_out = alphaOver(cogl_color_out, text);
oColor = alphaOver(oColor, text);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(textMask), 1);
// cogl_color_out = vec4(vec3(rainMask.x), 1);
// cogl_color_out = vec4(vec3(rainMask.y), 1);
// oColor = vec4(vec3(textMask), 1);
// oColor = vec4(vec3(rainMask.x), 1);
// oColor = vec4(vec3(rainMask.y), 1);
setOutputColor(oColor);
}
+19 -23
View File
@@ -18,7 +18,7 @@ uniform vec4 uDustColor;
uniform vec2 uSeed;
uniform float uDustScale;
const float DUST_LAYERS = 4;
const float DUST_LAYERS = 4.0;
const float GROW_INTENSITY = 0.05;
const float SHRINK_INTENSITY = 0.05;
const float WIND_INTENSITY = 0.05;
@@ -29,42 +29,38 @@ void main() {
// We simply inverse the progress for opening windows.
float progress = uForOpening ? uProgress : 1.0 - uProgress;
float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
float gradient = iTexCoord.t * ACTOR_SCALE - PADDING;
progress = 2.0 - gradient - 2.0 * progress;
progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0);
progress = pow(max(0, progress), 2.0);
progress = progress + 0.25 - 0.5 * simplex2D((iTexCoord.st + uSeed) * 2.0);
progress = pow(max(0.0, progress), 2.0);
// This may help you to understand how this effect works.
// cogl_color_out = vec4(progress, 0, 0, 0);
// return;
cogl_color_out = vec4(0, 0, 0, 0);
vec4 oColor = vec4(0.0);
for (float i = 0; i < DUST_LAYERS; ++i) {
// Create a random direction.
float factor = DUST_LAYERS == 1 ? 0 : i / (DUST_LAYERS - 1);
float factor = DUST_LAYERS == 1.0 ? 0.0 : i / (DUST_LAYERS - 1.0);
float angle = 123.123 * (uSeed.x + factor);
vec2 direction = vec2(1.0, 0.0);
direction = rotate(direction, angle);
// Flip direction for one side of the window.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0) {
direction *= -1;
vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0.0) {
direction *= -1.0;
}
// Flip direction for half the layers.
if (factor > 0.5) {
direction *= -1;
direction *= -1.0;
}
// We grow the layer along the random direction, shrink it orthogonally to it
// and scale it up slightly.
float dist = distToLine(vec2(0.0), direction, coords);
vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
vec2 grow = direction * dist * mix(0.0, GROW_INTENSITY, progress);
vec2 shrink =
vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
vec2(direction.y, -direction.x) * dist * mix(0.0, SHRINK_INTENSITY, progress);
float scale = mix(1.0, 1.05, factor * progress);
coords = (coords + grow + shrink) / scale;
@@ -80,12 +76,7 @@ void main() {
if (dustGroup == i) {
// Get the window color.
vec4 windowColor = texture2D(uTexture, coords + 0.5);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
vec4 windowColor = getInputColor(coords + 0.5);
// Fade the window color to uDustColor.
vec3 dustColor = mix(windowColor.rgb, uDustColor.rgb, uDustColor.a);
@@ -93,8 +84,13 @@ void main() {
// Dissolve and blend the layers.
if (dustMap.x - progress > 0) {
cogl_color_out = windowColor;
oColor = windowColor;
}
}
}
// This may help you to understand how this effect works.
// oColor = vec4(progress, 0, 0, 0);
setOutputColor(oColor);
}
+19 -22
View File
@@ -41,7 +41,7 @@ vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
coords *= gridScale;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
vec2 cellUV = mod(coords, vec2(1.0));
// This is unique for each cell.
vec2 cellID = coords - cellUV + vec2(362.456);
@@ -61,17 +61,17 @@ vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
cellUV += 0.5;
// Clamp resulting coordinates.
return clamp(cellUV, vec2(0), vec2(1));
return clamp(cellUV, vec2(0.0), vec2(1.0));
}
void main() {
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
vec2 coords = iTexCoord.st * 2.0 - 1.0;
float dist = length(coords);
coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
coords = mix(iTexCoord.st, coords, progress);
// Scale down the window according to the warp.
float scale = 0.5 * uWarpIntensity * (1.0 - progress);
@@ -84,40 +84,37 @@ void main() {
for (int i = 0; i < uNumClaws; ++i) {
vec2 uv = getClawUV(coords, 1.0 / uClawSize, uSeed * (i + 1));
float delay = i / uNumClaws * MAX_SPAWN_TIME;
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0.0, 1.0));
}
// Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
vec4 oColor = getInputColor(coords + offset);
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1.0;
if (flashIntensity < 0.0 || flashIntensity >= 1.0) {
flashIntensity = 0.0;
}
// Hide flashes where there is now window.
vec4 flash = uFlashColor;
flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
flash.a *= flashIntensity * oColor.a * (1.0 - progress);
// Hide scratched out parts.
cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
oColor.a *= (scratchMap > progress ? 1.0 : 0.0);
// Add flash color.
cogl_color_out = alphaOver(cogl_color_out, flash);
oColor = alphaOver(oColor, flash);
// Fade out the remaining shards.
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME) / FF_TIME);
cogl_color_out.a *= sqrt(1 - fadeProgress * fadeProgress);
float fadeProgress = smoothstep(0.0, 1.0, (progress - 1.0 + FF_TIME) / FF_TIME);
oColor.a *= sqrt(1.0 - fadeProgress * fadeProgress);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(flashIntensity), 1);
// cogl_color_out = vec4(vec3(scratchMap), 1);
// oColor = vec4(vec3(flashIntensity), 1);
// oColor = vec4(vec3(scratchMap), 1);
setOutputColor(oColor);
}
+22 -27
View File
@@ -23,51 +23,46 @@ const float FF_TIME = 0.1; // Relative time for the final fade to transpare
const float SCALING = 0.5; // Additional vertical scaling of the window.
void main() {
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
float prog = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Scale down the window vertically.
float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
vec2 coords = cogl_tex_coord_in[0].st;
float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
vec2 coords = iTexCoord.st;
coords.y = coords.y * (scale + 1.0) - scale * 0.5;
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProgress = smoothstep(0, 1, clamp(progress / TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1));
float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
// This is a top-center-bottom gradient in [0..1..0]
float tb = coords.y * 2;
tb = tb < 1 ? tb : 2 - tb;
float tb = coords.y * 2.0;
tb = tb < 1.0 ? tb : 2.0 - tb;
// This is a left-center-right gradient in [0..1..0]
float lr = coords.x * 2;
lr = lr < 1 ? lr : 2 - lr;
float lr = coords.x * 2.0;
lr = lr < 1.0 ? lr : 2.0 - lr;
// Combine the progress values with the gradients to create the alpha masks.
float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
float ffMask = 1 - smoothstep(0, 1, ffProgress);
float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
// Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask;
cogl_color_out = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
cogl_color_out.rgb =
mix(cogl_color_out.rgb, uColor * cogl_color_out.a, smoothstep(0, 1, progress));
cogl_color_out.a *= mask;
vec4 oColor = getInputColor(coords);
oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
oColor.a *= mask;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(tbMask), 1);
// cogl_color_out = vec4(vec3(lrMask), 1);
// cogl_color_out = vec4(vec3(ffMask), 1);
// cogl_color_out = vec4(vec3(mask), 1);
// oColor = vec4(vec3(tbMask), 1);
// oColor = vec4(vec3(lrMask), 1);
// oColor = vec4(vec3(ffMask), 1);
// oColor = vec4(vec3(mask), 1);
setOutputColor(oColor);
}
+26 -27
View File
@@ -19,8 +19,8 @@ uniform float uScale;
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_SPACING = 40.0 + WISPS_RADIUS;
const float WISPS_LAYERS = 8.0;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
const float SCALING = 0.9;
@@ -36,7 +36,7 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
coords /= gridSize;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
vec2 cellUV = mod(coords, vec2(1.0));
// This is unique for each cell.
vec2 cellID = coords - cellUV + vec2(362.456);
@@ -47,7 +47,8 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
vec2 offset = vec2(sin(speed * (uTime + 1)) * roundness, cos(speed * (uTime + 1)));
vec2 offset = vec2(sin(speed * (uProgress * uDuration + 1.0)) * roundness,
cos(speed * (uProgress * uDuration + 1.0)));
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
@@ -57,7 +58,7 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(5, 0.01 / pow(dist, 2.0));
return min(5.0, 0.01 / pow(dist, 2.0));
}
return 0.0;
@@ -68,46 +69,44 @@ void main() {
// Scale down the window slightly.
float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
vec2 coords = cogl_tex_coord_in[0].st * (scale + 1.0) - scale * 0.5;
vec2 coords = iTexCoord.st * (scale + 1.0) - scale * 0.5;
// Get the color of the window.
cogl_color_out = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec4 oColor = getInputColor(coords);
// Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= uScale;
float wisps = 0;
for (int i = 0; i < WISPS_LAYERS; ++i) {
wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
float wisps = 0.0;
for (float i = 0.0; i < WISPS_LAYERS; ++i) {
wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1.0));
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0, 1, clamp(progress / WISPS_IN_TIME, 0, 1));
float wispsOut =
smoothstep(0, 1, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(progress / WINDOW_OUT_TIME, 0, 1));
float wispsIn = smoothstep(0.0, 1.0, clamp(progress / WISPS_IN_TIME, 0.0, 1.0));
float wispsOut = smoothstep(
0.0, 1.0, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0.0, 1.0));
float windowOut = smoothstep(0.0, 1.0, clamp(progress / WINDOW_OUT_TIME, 0.0, 1.0));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
float noise =
smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250.0) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
: mix(noise, 1.0, windowOut * 2.0 - 1.0));
cogl_color_out.a *= windowMask * mask;
oColor.a *= windowMask * mask;
// Add the wisps.
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
cogl_color_out = alphaOver(cogl_color_out, wispColor);
oColor = alphaOver(oColor, wispColor);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(windowMask), 1.0);
// cogl_color_out = vec4(vec3(wisps), 1.0);
// cogl_color_out = vec4(vec3(noise), 1.0);
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
// oColor = vec4(vec3(windowMask), 1.0);
// oColor = vec4(vec3(wisps), 1.0);
// oColor = vec4(vec3(noise), 1.0);
// oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
setOutputColor(oColor);
}