🔀 Merge branch 'main' into refactor/shader-resources

This commit is contained in:
Simon Schneegans
2022-05-13 08:38:14 +02:00
138 changed files with 134 additions and 232 deletions
+4 -2
View File
@@ -1,4 +1,6 @@
vec2 masks = getMasks();
float progress = easeOutQuad(uProgress);
vec2 masks = getMasks(progress);
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
@@ -10,7 +12,7 @@ if (windowColor.a > 0) {
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
cogl_color_out.a = windowColor.a * masks.y;
vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * uProgress);
vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * progress);
scaledUV /= uScale;
// Add molecule particles.