🔧 Use generic i/o names
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+12
-12
@@ -68,10 +68,10 @@ void main() {
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float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
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// Warp the texture coordinates to create a blow-up effect.
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vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
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vec2 coords = iTexCoord.st * 2.0 - 1.0;
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float dist = length(coords);
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coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
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coords = mix(cogl_tex_coord_in[0].st, coords, progress);
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coords = mix(iTexCoord.st, coords, progress);
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// Scale down the window according to the warp.
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float scale = 0.5 * uWarpIntensity * (1.0 - progress);
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@@ -89,12 +89,12 @@ void main() {
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// Get the window texture. We shift the texture lookup by the local derivative of
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// the claw texture in order to mimic some folding distortion.
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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cogl_color_out = texture2D(uTexture, coords + offset);
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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oColor = texture2D(uTexture, coords + offset);
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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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// Add colorful flashes.
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@@ -105,19 +105,19 @@ void main() {
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// Hide flashes where there is now window.
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vec4 flash = uFlashColor;
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flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
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flash.a *= flashIntensity * oColor.a * (1.0 - progress);
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// Hide scratched out parts.
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cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
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oColor.a *= (scratchMap > progress ? 1 : 0);
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// Add flash color.
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cogl_color_out = alphaOver(cogl_color_out, flash);
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oColor = alphaOver(oColor, flash);
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// Fade out the remaining shards.
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float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME) / FF_TIME);
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cogl_color_out.a *= sqrt(1 - fadeProgress * fadeProgress);
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oColor.a *= sqrt(1 - fadeProgress * fadeProgress);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(flashIntensity), 1);
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// cogl_color_out = vec4(vec3(scratchMap), 1);
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// oColor = vec4(vec3(flashIntensity), 1);
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// oColor = vec4(vec3(scratchMap), 1);
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}
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