🔧 Fix straight alpha
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+1
-1
@@ -264,7 +264,7 @@ if (utils.isInShellProcess()) {
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if (tileProgress > hex.z) {
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if (tileProgress > hex.z) {
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// Crop outer parts of the shrinking tiles.
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// Crop outer parts of the shrinking tiles.
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cogl_color_out *= vec4(0.0);
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cogl_color_out.a = 0.0;
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} else {
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} else {
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+6
-4
@@ -196,6 +196,7 @@ if (utils.isInShellProcess()) {
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// Inject some common shader snippets.
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.noise()}
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${shaderSnippets.compositing()}
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// See assets/README.md for how this texture was created.
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// See assets/README.md for how this texture was created.
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uniform bool uForOpening;
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uniform bool uForOpening;
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@@ -279,17 +280,18 @@ if (utils.isInShellProcess()) {
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}
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}
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// Hide flashes where there is now window.
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// Hide flashes where there is now window.
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flashIntensity *= cogl_color_out.a;
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vec4 flash = uFlashColor;
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flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
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// Hide scratched out parts.
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// Hide scratched out parts.
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cogl_color_out *= (scratchMap > progress ? 1 : 0);
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cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
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// Add flash color.
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// Add flash color.
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cogl_color_out.rgb += flashIntensity * mix(uFlashColor.rgb * uFlashColor.a, vec3(0), progress);
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cogl_color_out = blendOver(flash, cogl_color_out);
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// Fade out the remaining shards.
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// Fade out the remaining shards.
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float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
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float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
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cogl_color_out *= sqrt(1-fadeProgress*fadeProgress);
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cogl_color_out.a *= sqrt(1-fadeProgress*fadeProgress);
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// These are pretty useful for understanding how this works.
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(flashIntensity), 1);
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// cogl_color_out = vec4(vec3(flashIntensity), 1);
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