🔀 Merge branch 'main' into refactor/shader-resources
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@@ -1,4 +1,4 @@
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
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// Warp the texture coordinates to create a blow-up effect.
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vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
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@@ -6,6 +6,10 @@ float dist = length(coords);
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coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
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coords = mix(cogl_tex_coord_in[0].st, coords, progress);
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// Scale down the window according to the warp.
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float scale = 0.5 * uWarpIntensity * (1.0 - progress);
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coords = coords * (scale + 1.0) - scale * 0.5;
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// Accumulate several random scratches. The color in the scratch map refers to the
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// relative time when the respective part will become invisible. Therefore we can
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// add a value to make the scratch appear later.
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