📝 Fix some comments

This commit is contained in:
Simon Schneegans
2025-02-12 16:17:57 +01:00
parent 9a8f7d5efe
commit 6ba109c7e4
+17 -34
View File
@@ -91,7 +91,7 @@ graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/ */
float FadeInOut(float t, float power) { float fadeInOut(float t, float power) {
float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0; float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
s = clamp(s, 0.0, 1.0); s = clamp(s, 0.0, 1.0);
return s; return s;
@@ -105,23 +105,15 @@ void main() {
// If opening, use uProgress as-is; if closing, invert the progression. // If opening, use uProgress as-is; if closing, invert the progression.
float progress = uForOpening ? 1.0 - uProgress : uProgress; float progress = uForOpening ? 1.0 - uProgress : uProgress;
// scale progress ... the first half of the animation // Scale progress ... the first half of the animation.
float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0); float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0);
scalep = easeOutQuad(scalep);
// scalep = easeInOutSine(scalep); // Sparkle progress ... the second half of the animation.
scalep = easeOutQuad(scalep);
// sparkle progress ... the second half of the animation
float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0); float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0);
sparkp = easeInOutSine(sparkp); sparkp = easeInOutSine(sparkp);
/* // This is the offset of the window... don't let them go too far each way.
the window will scale between 0.0 and 0.6 (of the progress)
the sparkle will bet between 0.4 and 1.0 (of the progress)
... so there is a tab bit of over lap
*/
// // this is the offset of the window... don't let them go too far each way
vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20; vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20;
vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep); vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep);
@@ -132,14 +124,10 @@ void main() {
// get and adjust // get and adjust
vec2 uv2 = iTexCoord.st; vec2 uv2 = iTexCoord.st;
uv2 = uv2 * 2.0 - 1.0; uv2 = uv2 * 2.0 - 1.0;
// offset
uv2 -= (scaleOffset / vec2(aspect, 1.0)) * scalep; uv2 -= (scaleOffset / vec2(aspect, 1.0)) * scalep;
uv2 /= 1.0 - scalep;
// scale // Rotation and if we are gonna rotate or not.
uv2 /= mix(1.0, 0.0, scalep);
// rotation and if we are gonna rotate or not
vec3 rot = vec3(0.0); vec3 rot = vec3(0.0);
if (uWinRot) { if (uWinRot) {
rot = hash32(uSeed); rot = hash32(uSeed);
@@ -148,7 +136,7 @@ void main() {
rot *= 0.1; rot *= 0.1;
} }
// rotate around x, y , and z // Rotate around x, y , and z.
uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep); uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep);
uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep); uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep);
uv2 = rotate(uv2, rot.z * TAU * scalep); uv2 = rotate(uv2, rot.z * TAU * scalep);
@@ -156,23 +144,18 @@ void main() {
// re-center // re-center
uv2 = uv2 * 0.5 + 0.5; uv2 = uv2 * 0.5 + 0.5;
// gets the window // Get the sparkle.
vec4 oColor = getInputColor(uv2);
// the sparksize will bet between 25.0 and 50.0
float size = mix(25.0, 50.0, uSparkleSize); float size = mix(25.0, 50.0, uSparkleSize);
// get the sparkle
float sparkle = float sparkle =
getSpark(uv, offset + vec2(0.5 * aspect, 0.5), FadeInOut(sparkp, 2) * uSparkleSize, getSpark(uv, offset + vec2(0.5 * aspect, 0.5), fadeInOut(sparkp, 2) * uSparkleSize,
FadeInOut(sparkp, 2) * size, sparkp * TAU * float(uSparkleRot)); fadeInOut(sparkp, 2) * size, sparkp * TAU * float(uSparkleRot));
// fade out at the edges // Fade out at the edges.
sparkle *= FadeInOut(iTexCoord.t, 8); sparkle *= fadeInOut(iTexCoord.t, 8);
sparkle *= FadeInOut(iTexCoord.s, 8); sparkle *= fadeInOut(iTexCoord.s, 8);
// set it to the results // Combine the final color.
oColor = alphaOver(oColor, vec4(1.0, 1.0, 1.0, sparkle)); vec4 oColor = getInputColor(uv2);
oColor = alphaOver(oColor, vec4(1.0, 1.0, 1.0, sparkle));
// output the color
setOutputColor(oColor); setOutputColor(oColor);
} }