🔧 Use generic i/o names
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@@ -30,7 +30,7 @@ void main() {
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// Choose a random suction center.
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vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
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vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - center;
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// Add some shaking.
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coords.x +=
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@@ -49,11 +49,11 @@ void main() {
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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cogl_color_out = texture2D(uTexture, coords + center);
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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oColor = texture2D(uTexture, coords + center);
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if (oColor.a > 0) {
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oColor.rgb /= oColor.a;
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}
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// Fade out the window texture.
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cogl_color_out.a *= 1.0 - progress;
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oColor.a *= 1.0 - progress;
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}
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