🎉 Add initial magic lamp code
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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: Simon Schneegans <code@simonschneegans.de>
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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.
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uniform vec2 uActorScale;
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uniform vec2 uPointerPos;
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uniform vec2 uControlPointA;
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uniform vec2 uControlPointB;
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void main() {
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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vec2 texcoord = iTexCoord.st;
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texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
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vec4 oColor = getInputColor(texcoord);
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oColor.rgb *= vec3(1.0, 0.5, 0.5);
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if (length(texcoord - uPointerPos) < 0.02) {
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oColor = vec4(1.0);
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}
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if (length(texcoord - uControlPointA) < 0.02) {
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oColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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if (length(texcoord - uControlPointB) < 0.02) {
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oColor = vec4(0.0, 1.0, 0.0, 1.0);
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}
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setOutputColor(oColor);
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}
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