🚚 Move shader code to GLSL files
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cogl_color_out = vec4(0, 0, 0, 0);
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Draw the individual shard layers.
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for (float i = 0; i < SHARD_LAYERS; ++i) {
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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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// 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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// 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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coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
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coords.x * sin(rotation) + coords.y * cos(rotation));
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// Move down each layer a bit.
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float gravity =
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(uForOpening ? -1.0 : 1.0) * uGravity * 0.1 * (i + 1) * progress * progress;
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coords += vec2(0, gravity);
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// Restore correct position.
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coords += uEpicenter;
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// Retrieve information from the shard texture for our layer.
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vec2 shardCoords = (coords + uSeed) * uSize / uShardScale / 500.0;
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vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
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// The green channel contains a random value in [0..1] for each shard. We
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// discretize this into SHARD_LAYERS bins and check if our layer falls into
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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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}
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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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