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