🔧 Use generic i/o names
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@@ -68,18 +68,18 @@ void main() {
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// Scale down the window slightly.
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float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
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vec2 coords = cogl_tex_coord_in[0].st * (scale + 1.0) - scale * 0.5;
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vec2 coords = iTexCoord.st * (scale + 1.0) - scale * 0.5;
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// Get the color of the window.
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cogl_color_out = texture2D(uTexture, coords);
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oColor = texture2D(uTexture, coords);
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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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// Compute several layers of moving wisps.
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vec2 uv = (cogl_tex_coord_in[0].st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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uv /= uScale;
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float wisps = 0;
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for (int i = 0; i < WISPS_LAYERS; ++i) {
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@@ -99,15 +99,15 @@ void main() {
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float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
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float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
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: mix(noise, 1.0, windowOut * 2.0 - 1.0));
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cogl_color_out.a *= windowMask * mask;
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oColor.a *= windowMask * mask;
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// Add the wisps.
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vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
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cogl_color_out = alphaOver(cogl_color_out, wispColor);
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oColor = alphaOver(oColor, wispColor);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(windowMask), 1.0);
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// cogl_color_out = vec4(vec3(wisps), 1.0);
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// cogl_color_out = vec4(vec3(noise), 1.0);
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// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
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// oColor = vec4(vec3(windowMask), 1.0);
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// oColor = vec4(vec3(wisps), 1.0);
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// oColor = vec4(vec3(noise), 1.0);
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// oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
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}
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