📝 Add some comments
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@@ -136,6 +136,14 @@ vec3 tritone(float val, vec3 shadows, vec3 midtones, vec3 highlights) {
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return mix(midtones, highlights, smoothstep(0.0, 1.0, val * 2.0 - 1.0));
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return mix(midtones, highlights, smoothstep(0.0, 1.0, val * 2.0 - 1.0));
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}
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}
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// Darkens the given color. If fac is zero, the color will not change, if fac is one, the
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// color will be black.
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vec3 darken(vec3 color, float fac) { return color * (1.0 - fac); }
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// Lightens the given color. If fac is zero, the color will not change, if fac is one, the
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// color will be white.
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vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; }
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// ---------------------------------------------------------------------- easing functions
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// ---------------------------------------------------------------------- easing functions
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// Here are some basic easing function. More can be added if required!
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// Here are some basic easing function. More can be added if required!
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@@ -29,6 +29,10 @@ const float WINDOW_SCALE = 0.3;
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const float WINDOW_SQUISH = 1.0;
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const float WINDOW_SQUISH = 1.0;
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const float WINDOW_TILT = -1.0;
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const float WINDOW_TILT = -1.0;
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// This will distort the given coordinate to achieve the wobble effect of the portal when
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// the window passes through. The wobble happens around the point where the window appears
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// or disappears (which is controlled by WINDOW_ANIMATION_TIME) and takes
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// PORTAL_WOBBLE_TIME.
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vec2 getPortalWobble(vec2 coords) {
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vec2 getPortalWobble(vec2 coords) {
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float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
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float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
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progress = clamp(1.0 - abs((progress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0);
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progress = clamp(1.0 - abs((progress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0);
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@@ -38,6 +42,9 @@ vec2 getPortalWobble(vec2 coords) {
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return coords * (1.0 - dist) * exp(-dist) * progress * PORTAL_WOBBLE_STRENGTH;
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return coords * (1.0 - dist) * exp(-dist) * progress * PORTAL_WOBBLE_STRENGTH;
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}
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}
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// This is used to compute the scale of the portal. The returned value will smoothly
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// increase during uDuration*PORTAL_OPEN_TIME, stay at one until uDuration*(1.0 -
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// PORTAL_CLOSE_TIME) and then decrease again.
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float getPortalScale() {
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float getPortalScale() {
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float scale = 1.0;
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float scale = 1.0;
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if (uProgress < PORTAL_OPEN_TIME) {
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if (uProgress < PORTAL_OPEN_TIME) {
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@@ -50,78 +57,113 @@ float getPortalScale() {
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return scale;
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return scale;
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}
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}
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vec2 getRandomDisplace(vec2 coords, float scale) {
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// Returns a random 2D vector in [(-0.5, -0.5) ... (0.5, 0.5)] using two time simplex
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return vec2(simplex2D(coords * scale) - 0.5,
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// noise. The scale of the noise can be adjusted with the scale paramter.
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simplex2D(coords * scale + vec2(7.89, 123.0)) - 0.5);
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vec2 getRandomDisplace(vec2 seed, float scale) {
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return vec2(simplex2D(seed * scale) - 0.5,
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simplex2D(seed * scale + vec2(7.89, 123.0)) - 0.5);
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}
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}
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// Twists the given coordinates around the origin. The speedMultiplier can be used to
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// control the overall rotation speed, warpMultiplier can be used to control the amount of
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// twisting (higher multipliers will make coordinates which are closer to the origin be
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// rotated more than coordinates farther away).
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vec2 getWhirledCoords(vec2 coords, float speedMultiplier, float warpMultiplier) {
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vec2 getWhirledCoords(vec2 coords, float speedMultiplier, float warpMultiplier) {
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float rotation = PORTAL_ROTATION_SPEED * uProgress * uDuration * speedMultiplier;
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float rotation = PORTAL_ROTATION_SPEED * uProgress * uDuration * speedMultiplier;
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float warping = PORTAL_WARPING * (2.0 + 0.5 * uProgress) * warpMultiplier;
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float warping = PORTAL_WARPING * (2.0 + 0.5 * uProgress) * warpMultiplier;
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return whirl(coords, warping, rotation);
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return whirl(coords, warping, rotation);
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}
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}
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// This returns a beautiful portal. It is composed of several layers:
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// 1. In the background, there is a slightly distorted radial gradient.
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// 2. Next, there is a layer of whirled bands.
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// 3. Thereafter, there is another layer of whirled bands, rotating a bit faster and
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// usually in a slightly brighter color.
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// 4. Then the rim of the portal is drawn.
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// 5. Finally, some bright sparkling dots are drawn above.
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vec4 getPortalColor() {
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vec4 getPortalColor() {
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// Put coordinate origin to the center of the window and make ensure a 1:1 aspect ratio.
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// Put coordinate origin to the center of the window.
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vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0;
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vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0;
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// vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0 * uSize * vec2(1.0, 0.75) /
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// vec2(min(uSize.x, uSize.y * 0.75));
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float scaleFac = 1000.0 / (uSize.x + uSize.y);
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// Add some margin for the elastic overshooting.
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// Add some margin for the elastic overshooting.
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coords *= 1.5;
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coords *= 1.5;
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// Add the open-close animation of the portal.
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float scale = getPortalScale();
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float scale = getPortalScale();
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coords /= max(scale, 0.01);
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coords /= max(scale, 0.01);
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// We will use this distortion vector on all layers below in order to add the elastic
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// wobbling when the window passes through the portal.
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vec2 wobble = getPortalWobble(coords);
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vec2 wobble = getPortalWobble(coords);
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vec2 coords1 = getWhirledCoords(coords - wobble * 1.0, 0.5, 1.0);
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// This is used below to scale the detail level of the layers. If the portal is small,
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vec2 coords2 = getWhirledCoords(coords - wobble * 1.5, 1.5, 0.5);
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// we want to have less details, if the portal is huge on the screen, theres plenty of
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vec2 coords3 = getWhirledCoords(coords - wobble * 1.8, 2.5, 0.0);
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// space for details.
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float detailScale = 1000.0 / (uSize.x + uSize.y);
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vec2 displace1 = getRandomDisplace(coords1, 2.1);
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// ---------------------------------------------------------------------------- 1. layer
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vec2 displace2 = getRandomDisplace(coords2, 12.2);
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// We start with the background layer. This is a radial gradient from a dark color in
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// the center to a not-so-dark color in the outer regions. We distort the coordinates to
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coords1 += displace1 * 0.1;
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// add some variations to the colors and to the shape of the portal.
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coords2 += displace2 * 0.1;
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vec2 layerCoords = getWhirledCoords(coords - wobble * 1.0, 0.5, 1.0);
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vec2 displace = getRandomDisplace(layerCoords, 2.1);
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float dist = length(coords1);
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layerCoords += displace * 0.1;
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vec3 backgroundColor = mix(0.2 * uColor, 0.8 * uColor, clamp(pow(dist, 5.0), 0.0, 1.0));
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float dist = length(layerCoords);
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float alpha = dist > 1.0 ? 0.0 : 1.0;
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float alpha = dist > 1.0 ? 0.0 : 1.0;
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vec4 color = vec4(backgroundColor, alpha);
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vec4 color = vec4(mix(darken(uColor, 0.8), darken(uColor, 0.2), pow(dist, 5.0)), alpha);
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float rand = dot(displace, displace);
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float glowingEdge =
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// ---------------------------------------------------------------------------- 2. layer
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clamp((mix(1.0, 5.0, dot(displace1, displace1)) * GLOW_EDGE_WIDTH * scaleFac -
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// Then we add the first layer of whirly bands.
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150.0 * abs(dist - 1.0)),
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float noise = simplex2D(layerCoords / detailScale * 1.0 + vec2(12.3, 56.4));
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0.0, 1.0);
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vec4 layer = vec4(darken(uColor, 0.3), noise > 0.6 ? alpha : 0.0);
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color = alphaOver(color, layer);
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float bands1 =
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// ---------------------------------------------------------------------------- 3. layer
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simplex2D(coords1 / scaleFac * 1.0 + vec2(12.3, 56.4)) > 0.6 ? alpha : 0.0;
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// The second layer of whirly bands uses a lighter color and a different set of
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float bands2 = simplex2D(coords2 / scaleFac * 1.3) > 0.6 ? alpha : 0.0;
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// distorted coordinates.
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layerCoords = getWhirledCoords(coords - wobble * 1.5, 1.5, 0.5);
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color = alphaOver(color, vec4(uColor * 0.7, bands1));
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displace = getRandomDisplace(layerCoords, 12.2);
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color = alphaOver(color, vec4(uColor, bands2));
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layerCoords += displace * 0.1;
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noise = simplex2D(layerCoords / detailScale * 1.3);
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layer = vec4(uColor, noise > 0.6 ? alpha : 0.0);
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color = alphaOver(color, layer);
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// At this point, some of the color components can be outside the [0..1] range, so we
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// have to clamp them. Else the alpha compositing will create artifacts.
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color = clamp(color, 0.0, 1.0);
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color = clamp(color, 0.0, 1.0);
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color = alphaOver(color, vec4(uColor, glowingEdge));
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// ---------------------------------------------------------------------------- 4. layer
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// Then we add the edge around the portal with the effect's color. It varies in
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// thickness to create some variations.
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float edge =
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mix(1.0, 5.0, rand) * GLOW_EDGE_WIDTH * detailScale - 150.0 * abs(dist - 1.0);
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layer = vec4(uColor, clamp(edge, 0.0, 1.0));
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color = alphaOver(color, layer);
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float noise = simplex2D(coords3 / scaleFac * 3.0);
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// ---------------------------------------------------------------------------- 5. layer
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// Finally, we add some sparkling lights.
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float sparkles = clamp(pow(noise * dot(displace1, displace1) + 0.9, 50.0), 0.0, 1.0);
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layerCoords = getWhirledCoords(coords - wobble * 1.8, 2.5, 0.0);
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color.rgb += vec3(1.0, 1.0, 0.7) * sparkles;
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noise = simplex2D(layerCoords / detailScale * 3.0);
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layer.rgb = lighten(uColor, 0.5) * clamp(pow(noise * rand + 0.9, 50.0), 0.0, 1.0);
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color.rgb += layer.rgb;
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// Finally, fade in / out the portal when it appears / disappears.
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color.a *= pow(clamp(scale, 0.0, 1.0), 2.0);
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color.a *= pow(clamp(scale, 0.0, 1.0), 2.0);
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return clamp(color, 0.0, 1.0);
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return clamp(color, 0.0, 1.0);
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}
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}
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// This method returns the window texture. The window is scaled down / up and faded to /
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// from transparency to create the illusion of travelling through the portal. The
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// animation will happen in a fraction of the full animation time (at the end of the
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// animation when opening a window and at the beginning of the animation when closing the
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// window). The fraction of the animation time take for the window animation is defined by
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// WINDOW_ANIMATION_TIME.
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vec4 getWindowColor() {
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vec4 getWindowColor() {
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float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
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float progress = (uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
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// Add some elastic easing to make the effect more dynamic.
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progress = easeInBack(clamp(progress, 0.0, 1.0), 1.2);
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progress = easeInBack(clamp(progress, 0.0, 1.0), 1.2);
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// Put texture coordinate origin to center of window.
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// Put texture coordinate origin to center of window.
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@@ -139,7 +181,8 @@ vec4 getWindowColor() {
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// Move texture coordinate center to corner again.
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// Move texture coordinate center to corner again.
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coords = coords * 0.5 + 0.5;
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coords = coords * 0.5 + 0.5;
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// Dissolve window.
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// Fade the window to transparency. We multiply the progress with 3.0 in order to start
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// the fade quite late.
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vec4 oColor = getInputColor(coords);
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vec4 oColor = getInputColor(coords);
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oColor.a *= clamp((1.0 - progress) * 3.0, 0.0, 1.0);
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oColor.a *= clamp((1.0 - progress) * 3.0, 0.0, 1.0);
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@@ -147,9 +190,10 @@ vec4 getWindowColor() {
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}
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}
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void main() {
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void main() {
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// Get the window color and the portal color and simply combine them.
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vec4 portal = getPortalColor();
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vec4 portal = getPortalColor();
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vec4 window = getWindowColor();
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vec4 window = getWindowColor();
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setOutputColor(alphaOver(portal, window));
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setOutputColor(alphaOver(portal, window));
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// These can be useful for understanding how this works.
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// These can be useful for understanding how this works.
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