Merge branch 'main' into feature/incinerate
This commit is contained in:
@@ -30,7 +30,7 @@ void main() {
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// Choose a random suction center.
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vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
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vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - center;
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// Add some shaking.
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coords.x +=
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@@ -39,7 +39,7 @@ void main() {
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progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
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// "Suck" the texture into the center.
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float dist = length(coords) / sqrt(2);
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float dist = length(coords) / sqrt(2.0);
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coords += progress * coords / dist * 0.5 * uSuction;
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// Apply some whirling.
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@@ -48,12 +48,8 @@ void main() {
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float c = cos(angle);
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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cogl_color_out = texture2D(uTexture, coords + center);
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// Fade out the window texture.
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cogl_color_out.a *= 1.0 - progress;
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vec4 oColor = getInputColor(coords + center);
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oColor.a *= 1.0 - progress;
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setOutputColor(oColor);
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}
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@@ -20,12 +20,12 @@ uniform float uShardScale;
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uniform float uBlowForce;
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uniform float uGravity;
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const float SHARD_LAYERS = 5;
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const float SHARD_LAYERS = 5.0;
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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void main() {
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cogl_color_out = vec4(0, 0, 0, 0);
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vec4 oColor = vec4(0.0);
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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@@ -35,13 +35,13 @@ void main() {
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// To enable drawing shards outside of the window bounds, the actor was scaled
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// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
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// window gets drawn at the correct position again.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
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vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING;
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// Scale and rotate around our epicenter.
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coords -= uEpicenter;
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// Scale each layer a bit differently.
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coords /= mix(1.0, 1.0 + uBlowForce * (i + 2) / SHARD_LAYERS, progress);
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coords /= mix(1.0, 1.0 + uBlowForce * (i + 2.0) / SHARD_LAYERS, progress);
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// Rotate each layer a bit differently.
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float rotation = (mod(i, 2.0) - 0.5) * 0.2 * progress;
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@@ -65,13 +65,10 @@ void main() {
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// the bin of the current shard.
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float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
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if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0) {
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cogl_color_out = texture2D(uTexture, coords);
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if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0.0) {
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oColor = getInputColor(coords);
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}
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}
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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setOutputColor(oColor);
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}
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+101
-16
@@ -17,19 +17,104 @@
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// --------------------------------------------------------------------- standard uniforms
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// uForOpening: True if a window-open animation is ongoing, false otherwise.
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// uTexture: Contains the texture of the window.
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// uProgress: A value which transitions from 0 to 1 during the entire animation.
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// uTime: A steadily increasing value in seconds.
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// uSize: The size of uTexture in pixels.
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// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
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// Each shader can access these standard input values:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uTime;
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uniform float uDuration;
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#if defined(KWIN) // --------------------------------------------------------------------
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uniform sampler2D sampler;
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uniform int textureWidth;
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uniform int textureHeight;
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in vec2 texcoord0;
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out vec4 fragColor;
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vec2 uSize = vec2(textureWidth, textureHeight);
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uPadding = 0.0;
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
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if (color.a > 0.0) {
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color.rgb /= color.a;
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}
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return color;
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}
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void setOutputColor(vec4 outColor) {
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fragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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}
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#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
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uniform sampler2D sampler;
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uniform int textureWidth;
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uniform int textureHeight;
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varying vec2 texcoord0;
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vec2 uSize = vec2(textureWidth, textureHeight);
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uPadding = 0.0;
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
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if (color.a > 0.0) {
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color.rgb /= color.a;
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}
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return color;
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}
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void setOutputColor(vec4 outColor) {
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gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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}
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#else // GNOME --------------------------------------------------------------------------
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// On GNOME, the uniforms are just normal uniforms.
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uniform sampler2D uTexture;
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uniform vec2 uSize;
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uniform float uPadding;
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// On GNOME, we set iTexCoord to be an alias for the cogl variables.
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#define iTexCoord cogl_tex_coord_in[0]
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(uTexture, coords);
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if (color.a > 0.0) {
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color.rgb /= color.a;
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}
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return color;
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}
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void setOutputColor(vec4 outColor) { cogl_color_out = outColor; }
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#endif // -------------------------------------------------------------------------------
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// ----------------------------------------------------------------- compositing operators
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// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
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@@ -45,7 +130,7 @@ vec4 alphaOver(vec4 under, vec4 over) {
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// Taken from here:
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c
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float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
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float easeOutQuad(float x) { return -1.0 * x * (x - 2.0); }
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// --------------------------------------------------------------------- edge mask helpers
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@@ -54,10 +139,10 @@ float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
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// pixels and one which takes this as a percentage.
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float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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float mask = 1.0;
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mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
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mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
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mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
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return mask;
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}
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@@ -70,8 +155,8 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
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// (offset = 1).
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float getAbsoluteEdgeMask(float fadePixels, float offset) {
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float padding = max(0, uPadding - fadePixels * offset);
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vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
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float padding = max(0.0, uPadding - fadePixels * offset);
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vec2 uv = iTexCoord.st * uSize - padding;
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return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
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}
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@@ -79,7 +164,7 @@ float getAbsoluteEdgeMask(float fadePixels, float offset) {
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// the fade zone is given relative to the actor size. This neither uses uSize and
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// uPadding.
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float getRelativeEdgeMask(float fadeAmount) {
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vec2 uv = cogl_tex_coord_in[0].st;
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vec2 uv = iTexCoord.st;
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return getEdgeMask(uv, vec2(1.0), fadeAmount);
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}
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@@ -19,19 +19,19 @@ uniform float uScale;
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.6;
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const float HEART_FADE_TIME = 0.3;
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const float EDGE_FADE_WIDTH = 50;
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const float EDGE_FADE_WIDTH = 50.0;
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// This method returns two values:
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// result.x: A mask for the particles.
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// result.y: The opacity of the fading window.
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vec2 getMasks(float progress) {
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float fadeInProgress = clamp(progress / FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0, 1);
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float fadeInProgress = clamp(progress / FADE_IN_TIME, 0.0, 1.0);
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float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0.0, 1.0);
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float heartProgress =
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clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
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clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0.0, 1.0);
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// Compute mask for the "atom" particles.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
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float dist = length(iTexCoord.st - 0.5) * 4.0;
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float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
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atomMask *= fadeInProgress;
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atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
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@@ -41,10 +41,10 @@ vec2 getMasks(float progress) {
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atomMask *= edgeFade;
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float heartMask = getRelativeEdgeMask(0.5);
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heartMask = 3.0 * pow(heartMask, 5);
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heartMask = 3.0 * pow(heartMask, 5.0);
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heartMask *= fadeOutProgress;
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heartMask *= 1.0 - heartProgress;
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atomMask = clamp(heartMask + atomMask, 0, 1);
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atomMask = clamp(heartMask + atomMask, 0.0, 1.0);
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// Compute fading window opacity.
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float windowMask = pow(1.0 - fadeOutProgress, 2.0);
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@@ -59,39 +59,36 @@ vec2 getMasks(float progress) {
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void main() {
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float progress = easeOutQuad(uProgress);
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vec2 masks = getMasks(progress);
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (windowColor.a > 0) {
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windowColor.rgb /= windowColor.a;
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}
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vec2 masks = getMasks(progress);
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vec4 oColor = getInputColor(iTexCoord.st);
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// Dissolve window to effect color / transparency.
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cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
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cogl_color_out.a = windowColor.a * masks.y;
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oColor.rgb = mix(uColor, oColor.rgb, 0.2 * masks.y + 0.8);
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oColor.a = oColor.a * masks.y;
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vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * progress);
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vec2 scaledUV = (iTexCoord.st - 0.5) * (1.0 + 0.1 * progress);
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scaledUV /= uScale;
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// Add molecule particles.
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vec2 uv = scaledUV + vec2(0, 0.1 * uTime);
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vec2 uv = scaledUV + vec2(0.0, 0.1 * uProgress * uDuration);
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uv *= 0.010598 * vec2(0.5 * uSize.x, uSize.y);
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float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uTime))), 3.0);
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float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uProgress * uDuration))), 3.0);
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// Add more molecule particles.
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for (int i = 1; i <= 3; ++i) {
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for (float i = 1.0; i <= 3.0; ++i) {
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vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize;
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float atoms = simplex3D(vec3(uv, 2.0 * uTime / i));
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particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2);
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float atoms = simplex3D(vec3(uv, 2.0 * uProgress * uDuration / i));
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particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2.0);
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}
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cogl_color_out.rgb += uColor * particles * masks.x;
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cogl_color_out.a += particles * masks.x;
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oColor.rgb += uColor * particles * masks.x;
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oColor.a += particles * masks.x;
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|
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(masks, 0.0, 1.0);
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// cogl_color_out = vec4(vec3(masks.x), 1.0);
|
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// cogl_color_out = vec4(vec3(masks.y), 1.0);
|
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// 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);
|
||||
}
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||||
@@ -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
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -21,8 +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
@@ -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
@@ -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
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user