🚚 Move shader code to GLSL files
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Add some smooth noise to the progress so that not every tile behaves the
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// same.
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float noise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
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progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
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// glowProgress fades in in the first half of the animation, tileProgress fades
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// in in the second half.
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float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
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float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
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vec2 texScale = 0.1 * uSize / uScale;
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vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
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if (tileProgress > hex.z) {
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// Crop outer parts of the shrinking tiles.
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cogl_color_out.a = 0.0;
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} else {
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// Make the tiles shrink by offsetting the texture lookup towards the edge
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// of the cell.
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vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
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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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vec4 glow = uGlowColor;
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vec4 line = uLineColor;
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// For the glow, we accumulate a few exponentially scaled versions of hex.w.
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glow.a *= pow(hex.w, 20.0) * 10.0 + pow(hex.w, 10.0) * 5.0 + pow(hex.w, 2.0) * 0.5;
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// Using step(uLineWidth, hex.z) would be simpler, but the below creates some
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// fake antialiasing.
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line.a *= 1.0 - smoothstep(uLineWidth * 0.02 * 0.5, uLineWidth * 0.02, hex.z);
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// Fade in the glowing lines.
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glow.a *= glowProgress;
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line.a *= glowProgress;
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// Do not add the hexagon lines onto transparent parts of the window.
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glow *= cogl_color_out.a;
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line *= cogl_color_out.a;
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if (uAdditiveBlending) {
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cogl_color_out.rgb += glow.rgb * glow.a;
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cogl_color_out.rgb += line.rgb * line.a;
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} else {
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cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
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cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
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}
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}
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