🔀 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
+5 -1
View File
@@ -1,4 +1,4 @@
float progress = uForOpening ? 1.0 - uProgress : uProgress;
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
@@ -6,6 +6,10 @@ float dist = length(coords);
coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
// Scale down the window according to the warp.
float scale = 0.5 * uWarpIntensity * (1.0 - progress);
coords = coords * (scale + 1.0) - scale * 0.5;
// Accumulate several random scratches. The color in the scratch map refers to the
// relative time when the respective part will become invisible. Therefore we can
// add a value to make the scratch appear later.