🔧 Use generic i/o names

This commit is contained in:
Simon Schneegans
2022-05-28 05:56:04 +02:00
parent c635336a7e
commit 74bd7cdef8
13 changed files with 152 additions and 127 deletions
+5 -5
View File
@@ -25,7 +25,7 @@ const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
void main() {
cogl_color_out = vec4(0, 0, 0, 0);
oColor = vec4(0, 0, 0, 0);
float progress = uForOpening ? 1.0 - uProgress : uProgress;
@@ -35,7 +35,7 @@ void main() {
// To enable drawing shards outside of the window bounds, the actor was scaled
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING;
// Scale and rotate around our epicenter.
coords -= uEpicenter;
@@ -66,12 +66,12 @@ void main() {
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0) {
cogl_color_out = texture2D(uTexture, coords);
oColor = texture2D(uTexture, coords);
}
}
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
if (oColor.a > 0) {
oColor.rgb /= oColor.a;
}
}