////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// // The content from common.glsl is automatically prepended to each shader effect. uniform vec3 uColor; const float BLUR_WIDTH = 0.01; // Width of the gradients. const float TB_TIME = 0.7; // Relative time for the top/bottom animation. const float LR_TIME = 0.4; // Relative time for the left/right animation. const float LR_DELAY = 0.6; // Delay after which the left/right animation starts. const float FF_TIME = 0.1; // Relative time for the final fade to transparency. const float SCALING = 0.5; // Additional vertical scaling of the window. void main() { float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress); // Scale down the window vertically. float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0; vec2 coords = iTexCoord.st; coords.y = coords.y * (scale + 1.0) - scale * 0.5; // All of these are in [0..1] during the different stages of the animation. // tb refers to the top-bottom animation. // lr refers to the left-right animation. // ff refers to the final fade animation. float tbProgress = smoothstep(0, 1, clamp(progress / TB_TIME, 0, 1)); float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1)); float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1)); // This is a top-center-bottom gradient in [0..1..0] float tb = coords.y * 2; tb = tb < 1 ? tb : 2 - tb; // This is a left-center-right gradient in [0..1..0] float lr = coords.x * 2; lr = lr < 1 ? lr : 2 - lr; // Combine the progress values with the gradients to create the alpha masks. float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1)); float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1)); float ffMask = 1 - smoothstep(0, 1, ffProgress); // Assemble the final alpha value. float mask = tbMask * lrMask * ffMask; oColor = texture2D(uTexture, coords); // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied. if (oColor.a > 0) { oColor.rgb /= oColor.a; } oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0, 1, progress)); oColor.a *= mask; // These are pretty useful for understanding how this works. // oColor = vec4(vec3(tbMask), 1); // oColor = vec4(vec3(lrMask), 1); // oColor = vec4(vec3(ffMask), 1); // oColor = vec4(vec3(mask), 1); }