🔀 Merge branch 'main' into refactor/shader-resources
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@@ -5,6 +5,7 @@
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#include "common/compositing.glsl"
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#include "common/edgeMask.glsl"
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#include "common/noise.glsl"
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#include "common/easing.glsl"
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uniform bool u3DNoise;
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uniform float uScale;
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@@ -50,8 +51,10 @@ vec4 getFireColor(float v) {
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// fadeWidth: The relative size of the window-hiding gradient in [0..1].
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// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
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vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float burnProgress = clamp(uProgress / hideTime, 0, 1);
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float afterBurnProgress = clamp((uProgress - hideTime) / (1 - hideTime), 0, 1);
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float progress = easeOutQuad(uProgress);
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float burnProgress = clamp(progress / hideTime, 0, 1);
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float afterBurnProgress = clamp((progress - hideTime) / (1 - hideTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
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@@ -63,7 +66,7 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float effectMask = clamp(t * (1 - windowMask) / burnProgress, 0, 1);
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// Fade-out when the window burned down.
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if (uProgress > hideTime) {
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if (progress > hideTime) {
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float fade = sqrt(1 - afterBurnProgress * afterBurnProgress);
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effectMask *= mix(1, 1 - t, afterBurnProgress) * fade;
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}
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