🔧 Add a wobble effect to the portal
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@@ -16,24 +16,22 @@
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uniform vec3 uColor;
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const float PORTAL_OPEN_TIME = 0.3;
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const float PORTAL_CLOSE_TIME = 0.4;
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const float PORTAL_ROTATION_SPEED = 0.5;
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const float PORTAL_WARPING = 2.0;
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const float PORTAL_OPEN_TIME = 0.2;
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const float PORTAL_WOBBLE_TIME = 0.4;
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const float PORTAL_WOBBLE_STRENGTH = 1.0;
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const float PORTAL_CLOSE_TIME = 0.3;
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const float PORTAL_ROTATION_SPEED = 0.7;
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const float PORTAL_WARPING = 3.0;
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const float WINDOW_ANIMATION_TIME = 0.4;
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const float WINDOW_ANIMATION_TIME = 0.3;
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const float WINDOW_SCALE = 0.3;
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const float WINDOW_SQUISH = 1.0;
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const float WINDOW_TILT = -1.0;
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const float WINDOW_SHIFT = 0.0;
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const float GLOW_EDGE_WIDTH = 0.02;
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vec4 getPortalColor() {
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Put coordinate origin to the center of the window and make ensure a 1:1 aspect ratio.
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vec2 coords = (iTexCoord.st - vec2(0.5)) * 2.0 * uSize / vec2(min(uSize.x, uSize.y));
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@@ -49,6 +47,16 @@ vec4 getPortalColor() {
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coords /= max(scale, 0.01);
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float wobbleProgress =
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(uForOpening ? (1.0 - uProgress) : uProgress) / WINDOW_ANIMATION_TIME;
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wobbleProgress =
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clamp(1.0 - abs((wobbleProgress - 1.0) / PORTAL_WOBBLE_TIME), 0.0, 1.0);
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wobbleProgress = easeInBack(wobbleProgress);
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float dist = length(coords);
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vec2 distort = coords * (1.0 - dist) * exp(-dist);
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coords = (coords - (distort * wobbleProgress * PORTAL_WOBBLE_STRENGTH));
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// Apply some whirling.
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// The math for the whirling is inspired by this post:
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float rotation = PORTAL_ROTATION_SPEED * uProgress;
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@@ -59,7 +67,7 @@ vec4 getPortalColor() {
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float yDisplace = simplex2D(coords * 2.0 + vec2(12.0, 123.0)) - 0.5;
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coords += vec2(xDisplace, yDisplace) * 0.1;
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float dist = length(coords);
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dist = length(coords);
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vec3 backgroundColor = mix(0.2 * uColor, 0.8 * uColor, clamp(pow(dist, 5.0), 0.0, 1.0));
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float alpha = dist > 1.0 ? 0.0 : 1.0;
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vec4 color = vec4(backgroundColor, alpha);
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@@ -96,15 +104,11 @@ vec4 getWindowColor() {
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// 'Tilt' image texture around x-axis.
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coords.x /= mix(1.0, 1.0 - 0.1 * WINDOW_TILT * coords.y, progress);
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// Move image texture vertically.
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coords.y += WINDOW_SHIFT * progress;
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// Move texture coordinate center to corner again.
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coords = coords * 0.5 + 0.5;
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vec4 oColor = getInputColor(coords);
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// Dissolve window.
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vec4 oColor = getInputColor(coords);
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oColor.a *= clamp((1.0 - progress) * 3.0, 0.0, 1.0);
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return oColor;
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@@ -116,6 +120,7 @@ void main() {
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setOutputColor(alphaOver(portal, window));
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// These can be useful for understanding how this works.
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// setOutputColor(portal);
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// setOutputColor(window);
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}
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@@ -734,7 +734,7 @@ SPDX-License-Identifier: CC0-1.0
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</key>
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<key name="portal-animation-time" type="i">
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<default>1000</default>
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<default>1500</default>
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<summary>Portal Animation Time</summary>
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<description>The time the Portal effect takes.</description>
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</key>
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