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