🔧 Use generic i/o names
This commit is contained in:
@@ -31,7 +31,7 @@ vec2 getMasks(float progress) {
|
||||
clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
|
||||
|
||||
// Compute mask for the "atom" particles.
|
||||
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
|
||||
float dist = length(iTexCoord.st - 0.5) * 4.0;
|
||||
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
|
||||
atomMask *= fadeInProgress;
|
||||
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
|
||||
@@ -60,7 +60,7 @@ void main() {
|
||||
float progress = easeOutQuad(uProgress);
|
||||
|
||||
vec2 masks = getMasks(progress);
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
vec4 windowColor = texture2D(uTexture, iTexCoord.st);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (windowColor.a > 0) {
|
||||
@@ -68,10 +68,10 @@ void main() {
|
||||
}
|
||||
|
||||
// Dissolve window to effect color / transparency.
|
||||
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
|
||||
cogl_color_out.a = windowColor.a * masks.y;
|
||||
oColor.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
|
||||
oColor.a = windowColor.a * masks.y;
|
||||
|
||||
vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * progress);
|
||||
vec2 scaledUV = (iTexCoord.st - 0.5) * (1.0 + 0.1 * progress);
|
||||
scaledUV /= uScale;
|
||||
|
||||
// Add molecule particles.
|
||||
@@ -86,12 +86,12 @@ void main() {
|
||||
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2);
|
||||
}
|
||||
|
||||
cogl_color_out.rgb += uColor * particles * masks.x;
|
||||
cogl_color_out.a += particles * masks.x;
|
||||
oColor.rgb += uColor * particles * masks.x;
|
||||
oColor.a += particles * masks.x;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(masks, 0.0, 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.x), 1.0);
|
||||
// cogl_color_out = vec4(vec3(masks.y), 1.0);
|
||||
// cogl_color_out = vec4(vec3(particles), 1.0);
|
||||
// oColor = vec4(masks, 0.0, 1.0);
|
||||
// oColor = vec4(vec3(masks.x), 1.0);
|
||||
// oColor = vec4(vec3(masks.y), 1.0);
|
||||
// oColor = vec4(vec3(particles), 1.0);
|
||||
}
|
||||
Reference in New Issue
Block a user