🔧 Use generic i/o names
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+10
-10
@@ -63,7 +63,7 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float afterBurnProgress = clamp((progress - hideTime) / (1 - hideTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
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float t = iTexCoord.t * (1 - fadeWidth);
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// Visible part of the window. Gradually dissolves towards the bottom.
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float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
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@@ -89,7 +89,7 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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void main() {
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// Get a noise value which moves vertically in time.
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vec2 uv = cogl_tex_coord_in[0].st * uSize / vec2(400, 600) / uScale;
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vec2 uv = iTexCoord.st * uSize / vec2(400, 600) / uScale;
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uv.y += uTime * uMovementSpeed;
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float noise = u3DNoise ? simplex3DFractal(vec3(uv * 4.0, uTime * uMovementSpeed * 1.5))
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@@ -103,21 +103,21 @@ void main() {
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vec4 fire = getFireColor(noise);
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// Get the window texture.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
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oColor = texture2D(uTexture, iTexCoord.st);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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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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if (oColor.a > 0) {
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oColor.rgb /= oColor.a;
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}
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// Fade the window according to the effect mask.
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cogl_color_out.a *= effectMask.x;
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oColor.a *= effectMask.x;
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// Add the fire to the window.
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cogl_color_out = alphaOver(cogl_color_out, fire);
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oColor = alphaOver(oColor, fire);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(noise), 1);
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// cogl_color_out = vec4(vec3(effectMask.x), 1);
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// cogl_color_out = vec4(vec3(effectMask.y), 1);
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// oColor = vec4(vec3(noise), 1);
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// oColor = vec4(vec3(effectMask.x), 1);
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// oColor = vec4(vec3(effectMask.y), 1);
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}
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