🔧 Use generic i/o names
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@@ -29,16 +29,16 @@ void main() {
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? uProgress : 1.0 - uProgress;
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float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
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float gradient = iTexCoord.t * ACTOR_SCALE - PADDING;
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progress = 2.0 - gradient - 2.0 * progress;
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progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0);
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progress = pow(max(0, progress), 2.0);
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progress = progress + 0.25 - 0.5 * simplex2D((iTexCoord.st + uSeed) * 2.0);
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progress = pow(max(0, progress), 2.0);
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// This may help you to understand how this effect works.
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// cogl_color_out = vec4(progress, 0, 0, 0);
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// oColor = vec4(progress, 0, 0, 0);
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// return;
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cogl_color_out = vec4(0, 0, 0, 0);
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oColor = vec4(0, 0, 0, 0);
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for (float i = 0; i < DUST_LAYERS; ++i) {
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@@ -49,7 +49,7 @@ void main() {
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direction = rotate(direction, angle);
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// Flip direction for one side of the window.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
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vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - 0.5;
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if (getWinding(direction, coords) > 0) {
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direction *= -1;
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}
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@@ -93,7 +93,7 @@ void main() {
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// Dissolve and blend the layers.
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if (dustMap.x - progress > 0) {
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cogl_color_out = windowColor;
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oColor = windowColor;
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}
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}
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}
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