🔀 Merge branch 'main' into refactor/shader-resources
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@@ -1,4 +1,6 @@
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vec4 masks = getMasks();
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float progress = easeOutQuad(uProgress);
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vec4 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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@@ -11,21 +13,21 @@ cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.5 * masks.w + 0.5);
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cogl_color_out.a = windowColor.a * masks.w;
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// Add leading shower particles.
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vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7 * uProgress / SHOWER_TIME);
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vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7 * progress / SHOWER_TIME);
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showerUV *= 0.02 * uSize / uScale;
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float shower = pow(simplex2D(showerUV), 10.0);
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cogl_color_out.rgb += uColor * shower * masks.x;
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cogl_color_out.a += shower * masks.x;
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// Add trailing streak lines.
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vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress / SHOWER_TIME);
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vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -progress / SHOWER_TIME);
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streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale;
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float streaks = simplex2DFractal(streakUV) * 0.5;
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cogl_color_out.rgb += uColor * streaks * masks.y;
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cogl_color_out.a += streaks * masks.y;
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// Add glimmering atoms.
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vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025 * uProgress / SHOWER_TIME);
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vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025 * progress / SHOWER_TIME);
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atomUV *= 0.2 * uSize / uScale;
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float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
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cogl_color_out.rgb += uColor * atoms * masks.z;
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