🔀 Merge branch 'main' into refactor/shader-resources
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@@ -1,4 +1,9 @@
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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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// Scale down the window vertically.
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float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
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vec2 coords = cogl_tex_coord_in[0].st;
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coords.y = coords.y * (scale + 1.0) - scale * 0.5;
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// All of these are in [0..1] during the different stages of the animation.
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// tb refers to the top-bottom animation.
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@@ -9,11 +14,11 @@ float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1)
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float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1));
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// This is a top-center-bottom gradient in [0..1..0]
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float tb = cogl_tex_coord_in[0].t * 2;
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float tb = coords.y * 2;
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tb = tb < 1 ? tb : 2 - tb;
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// This is a left-center-right gradient in [0..1..0]
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float lr = cogl_tex_coord_in[0].s * 2;
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float lr = coords.x * 2;
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lr = lr < 1 ? lr : 2 - lr;
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// Combine the progress values with the gradients to create the alpha masks.
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@@ -24,7 +29,7 @@ float ffMask = 1 - smoothstep(0, 1, ffProgress);
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// Assemble the final alpha value.
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float mask = tbMask * lrMask * ffMask;
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
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cogl_color_out = texture2D(uTexture, coords);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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