🚚 Move shader code to GLSL files
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// All of these are in [0..1] during the different stages of the animation.
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// tb refers to the top-bottom animation.
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// lr refers to the left-right animation.
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// ff refers to the final fade animation.
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float tbProgress = smoothstep(0, 1, clamp(progress / TB_TIME, 0, 1));
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float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1));
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float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1));
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// This is a top-center-bottom gradient in [0..1..0]
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float tb = cogl_tex_coord_in[0].t * 2;
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tb = tb < 1 ? tb : 2 - tb;
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// This is a left-center-right gradient in [0..1..0]
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float lr = cogl_tex_coord_in[0].s * 2;
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lr = lr < 1 ? lr : 2 - lr;
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// Combine the progress values with the gradients to create the alpha masks.
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float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
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float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
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float ffMask = 1 - smoothstep(0, 1, ffProgress);
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// Assemble the final alpha value.
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float mask = tbMask * lrMask * ffMask;
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cogl_color_out = 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 (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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cogl_color_out.rgb =
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mix(cogl_color_out.rgb, uColor* cogl_color_out.a, smoothstep(0, 1, progress));
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cogl_color_out.a *= mask;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(tbMask), 1);
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// cogl_color_out = vec4(vec3(lrMask), 1);
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// cogl_color_out = vec4(vec3(ffMask), 1);
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// cogl_color_out = vec4(vec3(mask), 1);
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