20250120
resync with master ... hoping it works
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect. This
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// provides the standard input:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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uniform float uWavesize;
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uniform float uBrightness;
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uniform float uStretchR;
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uniform float uStretchG;
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uniform float uStretchB;
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float FadeInOut(float t, float power)
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{
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float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
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s = clamp(s,0.0,1.0);
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return s;
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}
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void main() {
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// Calculate the progression value based on the animation direction.
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// If opening, use uProgress as-is; if closing, invert the progression.
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float progress = uForOpening ? uProgress : 1.0 - uProgress;
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//progress will now go from 0.5 to 1.0
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progress = mix(0.5,1.0,progress);
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// the UV
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vec2 uv = iTexCoord.st;
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//flipped the uv
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vec2 f = vec2(uv.x,1.0 - uv.y);
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// w is the wave
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float w = 0.0;
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float p = mix(0.0, 1.0 + uWavesize, progress);
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w = 1.0 - abs(p - f.y);
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w = clamp(w,0.0,1.0);
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w = pow(w, mix(100.0,1.0,uWavesize) );
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float mask = 1.0;
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if (p - f.y < 0.0)
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{
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mask = 0.0;
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w = 0.0;
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}
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vec4 oColor = vec4(0.0);
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oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
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//if you can think of a better way to handle the alpha ... try that
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oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
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setOutputColor(oColor);
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}
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