Punch position uses the actual easing from utage now. Fix audio context not being able to be created without user input in some new browsers. Some changes for diva fades. Made ui image match games slightly more. Disabled select on text since you can't select it without triggering next anyways. Various other minor fixes.
62 lines
1.4 KiB
JavaScript
62 lines
1.4 KiB
JavaScript
//http://glslsandbox.com/e#39992.0
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const leftToRightFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec2 dimensions;
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uniform vec4 filterArea;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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vec2 mapCoord( vec2 coord ) {
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coord *= filterArea.xy;
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return coord;
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}
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void main( void ) {
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vec2 uv = vTextureCoord;
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vec2 mappedCoord = mapCoord(uv) / dimensions;
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float step2 = time;
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float step3 = time + 0.2;
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step3 = clamp(step3, -1.0, 1.0);
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float step4 = 1.0;
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vec4 color = fadeincolor;
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color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.x));
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color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.x));
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gl_FragColor = color;
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}`
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const rightToLeftFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec2 dimensions;
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uniform vec4 filterArea;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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vec2 mapCoord( vec2 coord ) {
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coord *= filterArea.xy;
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return coord;
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}
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void main( void ) {
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vec2 uv = vTextureCoord;
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vec2 mappedCoord = mapCoord(uv) / dimensions;
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float step2 = (1.0 - time);
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float step3 = (1.0 - time) - 0.2;
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step3 = clamp(step3, 0.0, 1.0);
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float step4 = -0.0001;
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vec4 color = fadeincolor;
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color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.x));
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color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.x));
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gl_FragColor = color;
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}`
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