51 lines
2.0 KiB
GLSL
51 lines
2.0 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// ) ( //
|
|
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
|
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
|
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
|
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
|
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
|
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
|
// |__/ //
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
// The content from common.glsl is automatically prepended to each shader effect.
|
|
|
|
uniform float uScale;
|
|
uniform float uSquish;
|
|
uniform float uTilt;
|
|
uniform float uShift;
|
|
|
|
void main() {
|
|
// We reverse the progress for window opening.
|
|
float progress = easeOutQuad(uProgress);
|
|
progress = uForOpening ? 1.0 - progress : progress;
|
|
|
|
// Put texture coordinate origin to center of window.
|
|
vec2 coords = iTexCoord.st * 2.0 - 1.0;
|
|
|
|
// Scale image texture with progress.
|
|
coords /= mix(1.0, uScale, progress);
|
|
|
|
// Squish image texture vertically.
|
|
coords.y /= mix(1.0, (1.0 - 0.2 * uSquish), progress);
|
|
|
|
// 'Tilt' image texture around x-axis.
|
|
coords.x /= mix(1.0, 1.0 - 0.1 * uTilt * coords.y, progress);
|
|
|
|
// Move image texture vertically.
|
|
coords.y += uShift * progress;
|
|
|
|
// Move texture coordinate center to corner again.
|
|
coords = coords * 0.5 + 0.5;
|
|
|
|
vec4 oColor = getInputColor(coords);
|
|
|
|
// Dissolve window.
|
|
oColor.a = oColor.a * (uForOpening ? uProgress : pow(1.0 - uProgress, 2.0));
|
|
|
|
setOutputColor(oColor);
|
|
} |