🔀 Merge branch 'main' into refactor/shader-resources
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@@ -4,6 +4,7 @@
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#include "common/uniforms.glsl"
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#include "common/noise.glsl"
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#include "common/edgeMask.glsl"
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#include "common/easing.glsl"
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uniform vec3 uColor;
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uniform float uScale;
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@@ -16,11 +17,11 @@ const float EDGE_FADE_WIDTH = 50;
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// This method returns two values:
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// result.x: A mask for the particles.
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// result.y: The opacity of the fading window.
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vec2 getMasks() {
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float fadeInProgress = clamp(uProgress / FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((uProgress - FADE_IN_TIME) / FADE_OUT_TIME, 0, 1);
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vec2 getMasks(float progress) {
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float fadeInProgress = clamp(progress / FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0, 1);
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float heartProgress =
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clamp((uProgress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
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clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
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// Compute mask for the "atom" particles.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
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