🔀 Merge branch 'main' into refactor/shader-resources
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@@ -1,4 +1,6 @@
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vec2 masks = getMasks();
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float progress = easeOutQuad(uProgress);
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vec2 masks = getMasks(progress);
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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@@ -10,7 +12,7 @@ if (windowColor.a > 0) {
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cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
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cogl_color_out.a = windowColor.a * masks.y;
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vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * uProgress);
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vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * progress);
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scaledUV /= uScale;
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// Add molecule particles.
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