using clang-format-16
and a bit more comments and a minor adjustment
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@@ -45,8 +45,6 @@ float FadeInOut(float t, float power)
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}
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void main() {
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// Calculate the progression value based on the animation direction.
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@@ -64,27 +62,29 @@ void main() {
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// w is the wave
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float w = 0.0;
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//w will be used to calculate the the size of the wave
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float p = mix(0.0, 1.0 + uWavesize, progress);
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w = 1.0 - abs(p - f.y);
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w = clamp(w,0.0,1.0);
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w = pow(w, mix(100.0,1.0,uWavesize) );
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float mask = 1.0;
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if (p - f.y < 0.0)
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{
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mask = 0.0;
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w = 0.0;
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}
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//starting output color
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vec4 oColor = vec4(0.0);
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// outputs for RGB is based on the color of the window, times uStreatch(RG and B), and another multipler for the brightness
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oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
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//if you can think of a better way to handle the alpha ... try that
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oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
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if (oColor.r + oColor.g + oColor.b > 0.0)
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{
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oColor.a = getInputColor(uv).a ;
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}
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else
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{
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oColor.a = 0.0;
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}
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setOutputColor(oColor);
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