////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later // The content from common.glsl is automatically prepended to each shader effect. uniform vec4 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 prog = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress); // Scale down the window vertically. float scale = 1.0 / mix(1.0, SCALING, prog) - 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 tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0)); float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0)); float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0)); // This is a top-center-bottom gradient in [0..1..0] float tb = coords.y * 2.0; tb = tb < 1.0 ? tb : 2.0 - tb; // This is a left-center-right gradient in [0..1..0] float lr = coords.x * 2.0; lr = lr < 1.0 ? lr : 2.0 - lr; // Combine the progress values with the gradients to create the alpha masks. float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0)); float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0)); float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg); // Assemble the final alpha value. float mask = tbMask * lrMask * ffMask; vec4 oColor = getInputColor(coords); oColor.rgb = mix(oColor.rgb, uColor.rgb * oColor.a, uColor.a * smoothstep(0.0, 1.0, prog)); 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); setOutputColor(oColor); }