🔨 Initial attempt on window-opening animation

This commit is contained in:
Simon Schneegans
2022-01-27 05:07:30 +01:00
parent b6cb78330d
commit 6b218d049f
10 changed files with 405 additions and 267 deletions
+20 -13
View File
@@ -79,17 +79,21 @@ var BrokenGlass = class BrokenGlass {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(actor, settings);
static createShader(actor, settings, forOpening) {
return new Shader(actor, settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows are set to twice their original size, so that
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows are set to twice their original size, so that
// we have some space to draw the shards. We also set the animation mode to "Linear".
static getCloseTransition(actor, settings) {
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {to: 255, mode: 1},
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 2.0, to: 2.0, mode: 1},
'scale-y': {from: 2.0, to: 2.0, mode: 1}
};
@@ -118,7 +122,7 @@ if (utils.isInShellProcess()) {
// resources/img/shards.png. The red channel of the texture contains the distance to the
// shard edges. This information is used to fade out the shards.
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(actor, settings) {
_init(actor, settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the shards texture. As the shader is re-created for each window animation,
@@ -151,16 +155,19 @@ if (utils.isInShellProcess()) {
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
const float SHARD_LAYERS = 5;
const float GRAVITY = ${settings.get_double('broken-glass-gravity')};
const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY});
const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} *
${settings.get_double('broken-glass-gravity')};
void main() {
cogl_color_out = vec4(0, 0, 0, 0);
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Draw the individual shard layers.
for (float i=0; i<SHARD_LAYERS; ++i) {
@@ -173,15 +180,15 @@ if (utils.isInShellProcess()) {
coords -= EPICENTER;
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, uProgress);
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*uProgress;
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = GRAVITY*0.1*(i+1)*uProgress*uProgress;
float gravity = GRAVITY*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Restore correct position.
@@ -200,7 +207,7 @@ if (utils.isInShellProcess()) {
vec4 windowColor = texture2D(uTexture, coords);
// Dissolve the shard by using distance information from the red channel.
float dissolve = (shardMap.x - pow(uProgress+0.1, 2)) > 0 ? 1: 0;
float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1: 0;
cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
}
}
+20 -8
View File
@@ -74,15 +74,23 @@ var EnergizeA = class EnergizeA {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
}
@@ -99,7 +107,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
@@ -144,6 +152,10 @@ if (utils.isInShellProcess()) {
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(atomMask, windowMask);
}
+20 -8
View File
@@ -74,15 +74,23 @@ var EnergizeB = class EnergizeB {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
}
@@ -99,7 +107,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
@@ -162,6 +170,10 @@ if (utils.isInShellProcess()) {
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec4(showerMask, streakMask, atomMask, windowMask);
}
+22 -10
View File
@@ -96,15 +96,23 @@ var Fire = class Fire {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
// ----------------------------------------------------------------------- private stuff
@@ -210,7 +218,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the gradient values from the settings. We directly inject the values in the
@@ -233,7 +241,7 @@ if (utils.isInShellProcess()) {
${shaderSnippets.edgeMask()}
// These may be configurable in the future.
const float EDGE_FADE = 90;
const float EDGE_FADE = 70;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
@@ -295,6 +303,10 @@ if (utils.isInShellProcess()) {
// Fade at window borders.
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(windowMask, effectMask);
}
@@ -322,7 +334,7 @@ if (utils.isInShellProcess()) {
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
// Add the fire to the window.
cogl_color_out += fire;
cogl_color_out = mix(cogl_color_out, fire, fire.a);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
+19 -10
View File
@@ -81,19 +81,24 @@ var Matrix = class Matrix {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows should not be faded but scaled vertically to allow for some
// overshooting.
static tweakTransition(actor, settings, forOpening) {
const yScale = 1.0 + settings.get_double('matrix-overshoot');
return {
'opacity': {to: 255},
'scale-x': {to: 1.0},
'scale-y': {from: yScale, to: yScale}
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 1.0, to: 1.0, mode: 1},
'scale-y': {from: yScale, to: yScale, mode: 1}
};
}
}
@@ -111,7 +116,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the font texture. As the shader is re-created for each window animation,
@@ -187,6 +192,10 @@ if (utils.isInShellProcess()) {
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
#if ${forOpening ? '1' : '0'}
windowAlpha = 1.0 - windowAlpha;
#endif
return vec2(rainAlpha, windowAlpha);
}
+23 -18
View File
@@ -78,20 +78,23 @@ var TRexAttack = class TRexAttack {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, we slightly increase the window's scale as part of the
// warp effect.
static getCloseTransition(actor, settings) {
const warp = 0.5 * settings.get_double('claw-scratch-warp');
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, we slightly increase the window's scale as part of the warp effect.
static tweakTransition(actor, settings, forOpening) {
const warp = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
return {
'opacity': {to: 255},
'scale-x': {to: 1.0 + warp},
'scale-y': {to: 1.0 + warp}
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3},
'scale-y': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3}
};
}
}
@@ -109,7 +112,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the claw texture. As the shader is re-created for each window animation,
@@ -180,11 +183,13 @@ if (utils.isInShellProcess()) {
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
float dist = length(coords);
coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, uProgress);
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
// Accumulate several random scratches. The color in the scratch map refers to the
// relative time when the respective part will become invisible. Therefore we can
@@ -198,11 +203,11 @@ if (utils.isInShellProcess()) {
// Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * uProgress * 0.5;
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1;
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
}
@@ -211,16 +216,16 @@ if (utils.isInShellProcess()) {
flashIntensity *= cogl_color_out.a;
// Hide scratched out parts.
cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
cogl_color_out *= (scratchMap > progress ? 1 : 0);
vec3 flashColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255}) * ${color.alpha / 255};
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), uProgress);
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), progress);
// Fade out the remaining shards.
float fade = smoothstep(0, 1, 1 - clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
float fade = smoothstep(0, 1, 1 - clamp((progress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
cogl_color_out *= fade;
// These are pretty useful for understanding how this works.
+22 -12
View File
@@ -75,15 +75,23 @@ var TVEffect = class TVEffect {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows are scaled down vertically.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 0.5}};
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows are scaled down vertically.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3}
};
}
}
@@ -100,7 +108,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
@@ -118,13 +126,15 @@ if (utils.isInShellProcess()) {
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProgress = smoothstep(0, 1, clamp(uProgress/TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((uProgress - LR_DELAY)/LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
float tbProgress = smoothstep(0, 1, clamp(progress/TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY)/LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
// This is a top-center-bottom gradient in [0..1..0]
float tb = cogl_tex_coord_in[0].t * 2;
@@ -147,7 +157,7 @@ if (utils.isInShellProcess()) {
${color.green / 255},
${color.blue / 255}, 1.0) * windowColor.a;
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, uProgress));
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress));
cogl_color_out = windowColor * mask;
+23 -13
View File
@@ -75,15 +75,23 @@ var Wisps = class Wisps {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should be scaled down slightly but not faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 0.9}, 'scale-y': {to: 0.9}};
// This is also called from extension.js. It is used to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// forOpening is set to true if this is called for a window-open transition, for a
// window-close transition it is set to false. The modes can be set to any value from
// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
// determines how the uProgress uniform value will progress in the shader.
// For this effect, windows should be scaled down slightly but not faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3},
'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
};
}
}
@@ -100,7 +108,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
@@ -159,6 +167,8 @@ if (utils.isInShellProcess()) {
}
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Get the color of the window.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
@@ -167,7 +177,7 @@ if (utils.isInShellProcess()) {
${color.blue / 255}, 1.0) * windowColor.a;
// Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, uProgress) + 0.5;
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= ${settings.get_double('wisps-scale')};
float wisps = 0;
for (int i=0; i<WISPS_LAYERS; ++i) {
@@ -175,12 +185,12 @@ if (utils.isInShellProcess()) {
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, uProgress));
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0, 1, clamp(uProgress/WISPS_IN_TIME, 0, 1));
float wispsOut = smoothstep(0, 1, clamp((uProgress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(uProgress/WINDOW_OUT_TIME, 0, 1));
float wispsIn = smoothstep(0, 1, clamp(progress/WISPS_IN_TIME, 0, 1));
float wispsOut = smoothstep(0, 1, clamp((progress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));