🔀 Merge branch 'main' into refactor/shader-resources
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@@ -1,7 +1,11 @@
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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 slightly.
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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 * (scale + 1.0) - scale * 0.5;
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// Get the color of the window.
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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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