🔧 Tweak effect

This commit is contained in:
Simon Schneegans
2022-01-15 21:16:24 +01:00
parent 7271141623
commit d2de984354
+5 -5
View File
@@ -128,9 +128,9 @@ if (utils.isInShellProcess()) {
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 15.0;
const float WISPS_SPACING = 50 + WISPS_RADIUS;
const int WISPS_LAYERS = 15;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
@@ -157,7 +157,7 @@ if (utils.isInShellProcess()) {
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
offset *= (0.5 - radius / gridSize);
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
@@ -201,7 +201,7 @@ if (utils.isInShellProcess()) {
float windowOut = smoothstep(0, 1, clamp(uProgress/WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex3DFractal(vec3(uv * vec2(uSizeX, uSizeY) / 250, uTime * 0.5)) - 1.0));
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0));
cogl_color_out = windowColor * windowMask * mask;