// Inject some common shader snippets. It is only possible to include glsl files from the // "common" directory. Also, the files in the "common" directory are not allowed to // include any further files. #include "common/uniforms.glsl" #include "common/easing.glsl" 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 = cogl_tex_coord_in[0].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; cogl_color_out = texture2D(uTexture, coords); // Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied. if (cogl_color_out.a > 0) { cogl_color_out.rgb /= cogl_color_out.a; } cogl_color_out.rgb = mix(cogl_color_out.rgb, uColor * cogl_color_out.a, smoothstep(0, 1, progress)); cogl_color_out.a *= mask; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(vec3(tbMask), 1); // cogl_color_out = vec4(vec3(lrMask), 1); // cogl_color_out = vec4(vec3(ffMask), 1); // cogl_color_out = vec4(vec3(mask), 1); }