🔧 Tweak Energize B effect
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@@ -212,13 +212,13 @@
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</key>
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<key name="energize-b-animation-time" type="i">
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<default>2000</default>
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<default>2500</default>
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<summary>TNG Transporter Animation Time</summary>
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<description>The time the TNG Transporter effect takes.</description>
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</key>
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<key name="energize-b-color" type="s">
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<default>"rgb(150, 150, 255)"</default>
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<default>"rgb(160, 180, 255)"</default>
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<summary>TNG Transporter Color</summary>
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<description>The color of the effect.</description>
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</key>
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+64
-106
@@ -19,9 +19,8 @@ const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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const Clutter = utils.isInShellProcess() ? imports.gi.Clutter : null;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect looks a bit like the transporter effect from TNG //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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@@ -91,7 +90,6 @@ var EnergizeB = class EnergizeB {
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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transition.set_progress_mode(Clutter.AnimationMode.LINEAR);
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}
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};
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@@ -111,6 +109,7 @@ var EnergizeB = class EnergizeB {
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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@@ -124,140 +123,99 @@ if (utils.isInShellProcess()) {
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float SPARK_RADIUS = 15.0;
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const float SPARK_SPEED = 20.0;
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const float SPARK_SPACING = 50 + SPARK_RADIUS;
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const int SPARK_LAYERS = 15;
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float SHOWER_TIME = 0.2;
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const float SHOWER_WIDTH = 0.3;
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const float STREAK_TIME = 0.6;
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const float EDGE_FADE = 50;
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const float SHOWER_TIME = 0.2;
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float getSparks(vec2 texCoords, float gridSize, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
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// Apply global scale.
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coords /= gridSize;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * SPARK_SPEED;
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float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
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float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * SPARK_RADIUS;
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float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
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vec2 offset = vec2(sin(speed * (uTime+10)) * roundness, cos(speed * (uTime+10)));
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offset *= (0.5 - radius / gridSize);
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset.x * sin(rotation) + offset.y * cos(rotation));
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cellUV += offset;
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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return 5.0 * exp(-10.0 * dist);
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return 0.05 / pow(dist, 2.0);
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}
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return 0.0;
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}
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// This method requires the uniforms from standardUniforms() to be available.
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// It returns two values: The first is used as a mask for the particles which lead
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// the shower. The second is used as a mask for the streaks which follow the particles.
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// showerTime: A value in [0..1]. It determines the percentage of the animation which
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// is spent for the shower to come down. 1-showerTime will be spent
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// thereafter for dissolving the streak mask.
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// showerWidth: The relative size of the particle 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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vec3 getMasks(float showerTime, float showerWidth, float edgeFadeWidth) {
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float showerProgress = uProgress/showerTime;
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float afterShowerProgress = clamp((uProgress-showerTime)/(1-showerTime), 0, 1);
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// This method returns four values:
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// result.x: A mask for the particles which lead the shower.
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// result.y: A mask for the streaks which follow the shower particles.
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// result.z: A mask for the final "atom" particles.
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// result.w: The opacity of the fading window.
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vec4 getMasks() {
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float showerProgress = uProgress/SHOWER_TIME;
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float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
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float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t;
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// A smooth gradient which moves to the bottom within the showerProgress.
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float showerMask = smoothstep(1, 0, abs(showerProgress - t - showerWidth) / showerWidth);
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float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
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// This is one above the streak mask.
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float streakMask = (showerProgress - t - showerWidth) > 0 ? 1 : 0;
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// This is 1 above the streak mask.
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float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
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// Compute mask for the "atom" particles.
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float atomMask = getRelativeEdgeMask(0.2);
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atomMask = max(0, atomMask - showerMask);
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atomMask *= streakMask;
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atomMask *= (1.0 - fadeProgress);
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// Make some particles visible in the streaks.
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showerMask += 0.05 * streakMask;
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// Add shower mask to streak mask.
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streakMask = max(streakMask, showerMask);
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// Fade-out when the masks.
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if (uProgress > showerTime) {
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float fade = mix(1, t * (1.0-afterShowerProgress), afterShowerProgress);
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streakMask *= fade;
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showerMask *= fade;
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}
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// Fade-out the masks at the window edges.
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float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
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streakMask *= edgeFade;
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showerMask *= edgeFade;
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// Fade-out the masks from top to bottom.
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float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
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streakMask *= fade;
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showerMask *= fade;
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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float edgeFade = 1.0;
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edgeFade *= smoothstep(0, 1, clamp(pos.x / edgeFadeWidth, 0, 1));
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edgeFade *= smoothstep(0, 1, clamp(pos.y / edgeFadeWidth, 0, 1));
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edgeFade *= smoothstep(0, 1, clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1));
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edgeFade *= smoothstep(0, 1, clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1));
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// Compute fading window opacity.
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float windowMask = pow(1.0 - fadeProgress, 2.0);
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float windowMask = pow(1.0 - afterShowerProgress, 2.0);
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return vec3(showerMask * edgeFade, streakMask * edgeFade, windowMask);
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return vec4(showerMask, streakMask, atomMask, windowMask);
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}
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void main() {
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vec3 masks = getMasks(SHOWER_TIME, 0.2, 50);
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vec4 masks = getMasks();
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec3 effectColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255});
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cogl_color_out = windowColor * masks.z;
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// Dissolve window to effect color / transparency.
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cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w;
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vec2 uv = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
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vec2 streakScale = vec2(0.1, 0.002) * vec2(uSizeX, uSizeY);
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vec2 streakUV = uv * streakScale;
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float streaks = simplex2DFractal(streakUV) * 0.5 * masks.y;
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cogl_color_out.rgb += effectColor * streaks;
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// Add leading shower particles.
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vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME);
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showerUV *= 0.02 * vec2(uSizeX, uSizeY);
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float shower = pow(simplex2D(showerUV), 10.0);
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cogl_color_out.rgb += effectColor * shower * masks.x;
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float sparks = 0.0;
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float sparkScale = 5.0;
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//for (int i=0; i<SPARK_LAYERS; ++i) {
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// sparks += getSparks(uv / sparkScale, SPARK_SPACING, SEED * (i+1));
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//}
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cogl_color_out.rgb += effectColor * sparks * masks.x;
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// Add trailing streak lines.
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vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
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streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY);
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float streaks = simplex2DFractal(streakUV) * 0.5;
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cogl_color_out.rgb += effectColor * streaks * masks.y;
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// float edgeFadeWidth = 0.5;
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// float heartMask = 1.0;
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// float heart = 0.0;
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// heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].x / edgeFadeWidth, 0, 1));
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// heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / edgeFadeWidth, 0, 1));
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// heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].x) / edgeFadeWidth, 0, 1));
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// heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / edgeFadeWidth, 0, 1));
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// Add glimmering atoms.
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vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME);
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atomUV *= 0.2 * vec2(uSizeX, uSizeY);
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float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
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cogl_color_out.rgb += effectColor * atoms * masks.z;
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// heartMask = pow(heartMask, 10.0);
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// for (int i=0; i<SPARK_LAYERS; ++i) {
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// heart += heartMask * getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1+SPARK_LAYERS));
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// }
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(streakMask, 0.0, 1.0);
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// cogl_color_out = vec4(masks.rgb, 1.0);
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// cogl_color_out = vec4(vec3(masks.x), 1.0);
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// cogl_color_out = vec4(vec3(masks.y), 1.0);
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// cogl_color_out = vec4(vec3(masks.z), 1.0);
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// cogl_color_out = vec4(vec3(masks.w), 1.0);
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// cogl_color_out = vec4(vec3(shower), 1.0);
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// cogl_color_out = vec4(vec3(streaks), 1.0);
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// cogl_color_out = vec4(vec3(atoms), 1.0);
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}
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`);
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};
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