🎉 Add initial incinerate effect
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// Inject some common shader snippets. It is only possible to include glsl files from the
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// "common" directory. Also, the files in the "common" directory are not allowed to
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// include any further files.
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#include "common/uniforms.glsl"
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#include "common/noise.glsl"
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#include "common/easing.glsl"
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#include "common/compositing.glsl"
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#include "common/edgeMask.glsl"
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uniform vec2 uSeed;
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uniform vec3 uColor;
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uniform float uScale;
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uniform float uWidth;
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uniform float uTurbulence;
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vec4 getFireColor(float v) {
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const float steps[3] = float[](0.0, 0.5, 1.0);
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vec4 colors[3] = vec4[](vec4(1, 0, 0, 0), vec4(1, 0, 0, 0.5), vec4(1, 1, 0, 1));
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if (v < steps[0]) {
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return colors[0];
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}
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for (int i = 0; i < 2; ++i) {
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if (v <= steps[i + 1]) {
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return mix(colors[i], colors[i + 1],
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vec4(v - steps[i]) / (steps[i + 1] - steps[i]));
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}
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}
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return colors[2];
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}
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void main() {
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float progress = uProgress / 0.8;
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progress = uForOpening ? 1.0 - progress : progress;
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vec2 uv = 0.01 * cogl_tex_coord_in[0].st * uSize / uScale;
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float lfNoise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
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lfNoise = mix(lfNoise - 1.0, lfNoise + 1.0, progress);
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float hfNoise = simplex2DFractal(uv + uSeed);
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hfNoise = mix(hfNoise - 1.0, hfNoise + 1.0, progress);
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float noise = mix(lfNoise, hfNoise, uTurbulence);
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float fire = noise / (0.03 * uWidth) - progress / (0.03 * uWidth) + 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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cogl_color_out = windowColor;
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if (fire >= 1) {
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cogl_color_out.a = 0;
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} else if (fire > 0) {
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vec4 fire = getFireColor(fire);
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fire.a *= cogl_color_out.a;
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cogl_color_out = alphaOver(cogl_color_out, fire);
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}
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if ((uForOpening && fire < 0) || (!uForOpening && fire > 1)) {
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float smoke = (uForOpening ? -fire : fire - 1) * uWidth;
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vec2 uv = 0.01 * cogl_tex_coord_in[0].st * uSize / uScale;
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vec2 smokeShift = vec2(0, smoke * 0.1);
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smoke = clamp(smoke, 0, 1) * simplex2DFractal(uv + uSeed + smokeShift);
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smoke *= getRelativeEdgeMask(0.3);
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float fadeOutProgress = clamp((uProgress - 0.7) / 0.3, 0, 1);
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smoke *= 1 - fadeOutProgress;
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cogl_color_out = alphaOver(cogl_color_out, vec4(vec3(0.2), smoke));
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}
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// if (cogl_tex_coord_in[0].s > 0.5) {
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// cogl_color_out = vec4(vec3(noise), 1.0);
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// }
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}
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