🎉 Add simple glide effect
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform float uScale;
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uniform float uSquish;
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uniform float uTilt;
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void main() {
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float progress = easeOutQuad(uProgress);
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progress = uForOpening ? 1.0 - progress : progress;
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vec2 coords = iTexCoord.st * 2.0 - 1.0;
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coords /= mix(1.0, uScale, progress);
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coords.y /= mix(1.0, (1.0 - uSquish), progress);
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coords.x /= mix(1.0, 1.0 - uTilt * coords.y, progress);
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coords = coords * 0.5 + 0.5;
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vec4 oColor = getInputColor(coords);
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// Dissolve window to effect color / transparency.
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oColor.a = oColor.a * (1.0 - progress);
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// These are pretty useful for understanding how this works.
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// oColor = vec4(masks, 0.0, 1.0);
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// oColor = vec4(vec3(masks.x), 1.0);
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// oColor = vec4(vec3(masks.y), 1.0);
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// oColor = vec4(vec3(particles), 1.0);
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setOutputColor(oColor);
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}
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