20250105
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@@ -31,27 +31,60 @@
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// void setOutputColor(vec4 outColor)
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// The width of the fading effect is loaded from the settings.
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// uniform float uFadeWidth;
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uniform bool uParticles;
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uniform float uParticleSize;
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uniform float uParticleSpeed;
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uniform float uParticleColorRandom;
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uniform float uParticleColorSpeed;
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uniform float uSparkCount;
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uniform vec2 uSparkStartEnd;
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uniform float uSparkOffset;
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uniform float uStarCount;
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uniform float uStarRot;
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uniform float uStarSize;
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uniform vec2 uStarStartEnd;
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uniform float uBlurQuality;
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uniform float uSeed;
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//particle colors
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uniform vec4 uParticleColor0;
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uniform vec4 uParticleColor1;
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uniform vec4 uParticleColor2;
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uniform vec4 uParticleColor3;
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uniform vec4 uParticleColor4;
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uniform vec4 uParticleColor5;
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//star colors
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uniform vec4 uStarColor0;
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uniform vec4 uStarColor1;
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uniform vec4 uStarColor2;
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uniform vec4 uStarColor3;
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uniform vec4 uStarColor4;
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uniform vec4 uStarColor5;
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/*
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bool uParticles = True;
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float uParticleSize = 100.0;
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float uParticleSpeed = 10.0;
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float uParticleColorRandom = 1.0;
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float uParticleColorSpeed = 1.0;
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float uSparkCount = 50.0;
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vec2 uSparkStartEnd = vec2(0.1,0.75);
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float uSparkOffset = 0.25;
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float uBlurQuality = 5.0;
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vec4 uSeed = vec4(1.0,0.1,0.5,1.0);
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float uStarCount = 5.0;
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float uStarRot = 1.0;
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float uStarSize = 0.1;
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vec2 uStarStartEnd = vec2(0.0,0.66);
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//pastel
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// vec4 uParticleColor0 = vec4(1.0, 0.8, 0.8, 1.0);
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// vec4 uParticleColor1 = vec4(1.0, 1.0, 0.8, 1.0);
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// vec4 uParticleColor2 = vec4(0.8, 1.0, 0.8, 1.0);
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// vec4 uParticleColor3 = vec4(0.8, 0.8, 1.0, 1.0);
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// vec4 uParticleColor4 = vec4(1.0, 0.8, 1.0, 1.0);
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// vec4 uParticleColor5 = vec4(0.8, 1.0, 1.0, 1.0);
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float uBlurQuality = 5.0;
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vec4 uSeed = vec4(1.0,0.1,0.5,1.0);
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//bold colors
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vec4 uParticleColor0 = vec4(1.0, 0.0, 0.0, 0.0);
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@@ -68,7 +101,7 @@ vec4 uStarColor2 = vec4(0.0, 1.0, 0.0, 0.0);
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vec4 uStarColor3 = vec4(0.0, 0.0, 1.0, 0.0);
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vec4 uStarColor4 = vec4(1.0, 0.0, 1.0, 0.0);
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vec4 uStarColor5 = vec4(1.0, 0.0, 0.0, 0.0);
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*/
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@@ -430,7 +463,7 @@ vec4 getStars(float t)
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for (float i = 0.0; i < uStarCount ; ++i)
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{
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vec4 v4 = hash41( i * uSeed.x);
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vec4 v4 = hash41( i * uSeed);
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//the X and Y position ... at the end
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vec3 pos = getPosByAngle( (i/uStarCount) * tau + (uStarRot * tau * t) );
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@@ -477,12 +510,11 @@ vec4 getParticles(float alpha)
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{
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vec2 uv = iTexCoord.st;
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float particles = pow((simplex3D(vec3(uv * 50.0, 10.0 * uProgress ))), 3.0);
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float particles = pow((simplex3D(vec3(uv * uParticleSize, uParticleSpeed * uProgress ))), 3.0);
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float pc = pow((simplex3D(vec3(uv * 50, 10.0 * uProgress ))), 1.0);
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float pc = simplex3D(vec3(uv * uParticleColorRandom, uParticleColorSpeed * uProgress ));
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vec4 particleColor = getParticleColors(pc,1.0);
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particles *= alpha;
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return vec4(particleColor.rgb,particles);
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@@ -502,36 +534,36 @@ void main() {
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);
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ztomo = easeInOutSine(ztomo);
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//out Expo
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float oExpo = easeOutExpo(progress);
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float iExpo = easeInExpo(progress);
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//progress variants
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// float oExpo = easeOutExpo(progress);
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// float iExpo = easeInExpo(progress);
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float ioSine = easeInOutSine(progress);
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float ioSine_r = 1.0 - ioSine;
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vec2 uv = iTexCoord.st;
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//get blured version of the window
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vec4 oColor = blur(iTexCoord.st, ztomo * 100.0,uBlurQuality);
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// // change the center
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// uv = uv * 2.0 - 1.0;
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// //scale
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// uv /= ioSine_r;
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// //re-center
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// uv = uv * 0.5 + 0.5;
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//get color
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vec4 oColor = blur(uv, ztomo * 100.0,uBlurQuality);
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//apply mask
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oColor.a *= getMask(1.0 - ioSine);
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//get and apply particles
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vec4 particles = getParticles(oColor.a);
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oColor = mix(oColor,particles,ztomo);
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if (uParticles)
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{
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vec4 particles = getParticles(oColor.a);
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oColor = mix(oColor,particles,ztomo);
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}
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//get and apply sparks
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float sparks = getSparks(progress);
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oColor = alphaOver(oColor, vec4(1.0,1.0,1.0,sparks));
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oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,progress)));
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if (uSparkCount > 0)
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{
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float sparks = getSparks(progress);
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oColor = alphaOver(oColor, vec4(1.0,1.0,1.0,sparks));
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}
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//get and apply stars
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if (uStarCount > 0 )
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{
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oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,progress)));
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}
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setOutputColor(oColor);
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}
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