🔧 Use generic i/o names
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@@ -23,6 +23,25 @@
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// uTime: A steadily increasing value in seconds.
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// uSize: The size of uTexture in pixels.
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// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
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#ifdef KWIN
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float animationProgress;
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// uniform float uTime;
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// uniform vec2 uSize;
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// uniform float uPadding;
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in vec2 texcoord0;
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out vec4 fragColor;
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#define uProgress animationProgress
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#define iTexCoord texcoord0
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#define oColor fragColor
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#else
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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@@ -30,6 +49,11 @@ uniform float uTime;
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uniform vec2 uSize;
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uniform float uPadding;
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#define iTexCoord cogl_tex_coord_in[0]
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#define oColor cogl_color_out
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#endif
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// ----------------------------------------------------------------- compositing operators
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// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
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@@ -71,7 +95,7 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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// (offset = 1).
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float getAbsoluteEdgeMask(float fadePixels, float offset) {
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float padding = max(0, uPadding - fadePixels * offset);
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vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
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vec2 uv = iTexCoord.st * uSize - padding;
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return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
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}
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@@ -79,7 +103,7 @@ float getAbsoluteEdgeMask(float fadePixels, float offset) {
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// the fade zone is given relative to the actor size. This neither uses uSize and
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// uPadding.
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float getRelativeEdgeMask(float fadeAmount) {
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vec2 uv = cogl_tex_coord_in[0].st;
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vec2 uv = iTexCoord.st;
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return getEdgeMask(uv, vec2(1.0), fadeAmount);
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}
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