🎉 Focus - again
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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: Justin Garza JGarza9788@gmail.com
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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. This
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// provides the standard input:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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// Ease-in-out cubic for alpha
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float easeInOutCubic(float x) {
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return x < 0.5 ? 4.0 * x * x * x : 1.0 - pow(-2.0 * x + 2.0, 3.0) / 2.0;
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}
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// Ease-in-out sine for blur
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float easeInOutSine(float x) {
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return -(cos(3.14159265 * x) - 1.0) / 2.0;
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}
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// A simple blur function
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vec4 blur(vec2 uv, float radius, float samples) {
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vec4 color = vec4(0.0);
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const float tau = 6.28318530718;
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const float directions = 15.0;
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for (float d = 0.0; d < tau; d += tau / directions) {
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for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
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vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
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color += getInputColor(uv + offset);
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}
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}
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return color / samples / directions;
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}
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// The width of the fading effect is loaded from the settings.
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uniform float uBlurAmount;
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uniform float uBlurQuality;
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void main() {
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float progl = uForOpening ? uProgress : 1.0 - uProgress;
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float easedProgressBlur = easeInOutSine(progl); // Blur easing
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float easedProgressAlpha = easeInOutCubic(progl); // Alpha easing
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// Control blur amount using easedProgressBlur
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float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur);
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// Apply blur
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vec4 texColor = blur( iTexCoord.st, blurAmount, uBlurQuality);
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// Control alpha using easedProgressAlpha
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float alpha = easedProgressAlpha;
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// Set final color with alpha transition
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texColor.a *= alpha;
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setOutputColor(texColor);
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}
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