📝 Fix some comments
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@@ -91,7 +91,7 @@ graph above ... where t is close to 0, or 1 the result will fade to zero
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i.e. this is just the function of power(x,p) shifted
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where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
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*/
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float FadeInOut(float t, float power) {
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float fadeInOut(float t, float power) {
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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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@@ -105,23 +105,15 @@ void main() {
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// If opening, use uProgress as-is; if closing, invert the progression.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// scale progress ... the first half of the animation
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// Scale progress ... the first half of the animation.
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float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0);
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scalep = easeOutQuad(scalep);
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// scalep = easeInOutSine(scalep);
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scalep = easeOutQuad(scalep);
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// sparkle progress ... the second half of the animation
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// Sparkle progress ... the second half of the animation.
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float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0);
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sparkp = easeInOutSine(sparkp);
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/*
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the window will scale between 0.0 and 0.6 (of the progress)
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the sparkle will bet between 0.4 and 1.0 (of the progress)
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... so there is a tab bit of over lap
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*/
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// // this is the offset of the window... don't let them go too far each way
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// This is the offset of the window... don't let them go too far each way.
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vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20;
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vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep);
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@@ -132,14 +124,10 @@ void main() {
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// get and adjust
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vec2 uv2 = iTexCoord.st;
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uv2 = uv2 * 2.0 - 1.0;
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// offset
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uv2 -= (scaleOffset / vec2(aspect, 1.0)) * scalep;
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uv2 /= 1.0 - scalep;
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// scale
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uv2 /= mix(1.0, 0.0, scalep);
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// rotation and if we are gonna rotate or not
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// Rotation and if we are gonna rotate or not.
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vec3 rot = vec3(0.0);
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if (uWinRot) {
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rot = hash32(uSeed);
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@@ -148,7 +136,7 @@ void main() {
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rot *= 0.1;
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}
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// rotate around x, y , and z
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// Rotate around x, y , and z.
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uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep);
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uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep);
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uv2 = rotate(uv2, rot.z * TAU * scalep);
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@@ -156,23 +144,18 @@ void main() {
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// re-center
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uv2 = uv2 * 0.5 + 0.5;
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// gets the window
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vec4 oColor = getInputColor(uv2);
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// the sparksize will bet between 25.0 and 50.0
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// Get the sparkle.
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float size = mix(25.0, 50.0, uSparkleSize);
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// get the sparkle
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float sparkle =
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getSpark(uv, offset + vec2(0.5 * aspect, 0.5), FadeInOut(sparkp, 2) * uSparkleSize,
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FadeInOut(sparkp, 2) * size, sparkp * TAU * float(uSparkleRot));
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// fade out at the edges
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sparkle *= FadeInOut(iTexCoord.t, 8);
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sparkle *= FadeInOut(iTexCoord.s, 8);
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getSpark(uv, offset + vec2(0.5 * aspect, 0.5), fadeInOut(sparkp, 2) * uSparkleSize,
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fadeInOut(sparkp, 2) * size, sparkp * TAU * float(uSparkleRot));
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// Fade out at the edges.
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sparkle *= fadeInOut(iTexCoord.t, 8);
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sparkle *= fadeInOut(iTexCoord.s, 8);
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// set it to the results
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oColor = alphaOver(oColor, vec4(1.0, 1.0, 1.0, sparkle));
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// Combine the final color.
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vec4 oColor = getInputColor(uv2);
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oColor = alphaOver(oColor, vec4(1.0, 1.0, 1.0, sparkle));
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// output the color
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setOutputColor(oColor);
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}
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