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Sleeping
Sleeping
| uniform float u_fade_t; | |
| uniform float u_opacity; | |
| uniform sampler2D u_image0; | |
| uniform sampler2D u_image1; | |
| varying vec2 v_pos0; | |
| varying vec2 v_pos1; | |
| uniform float u_brightness_low; | |
| uniform float u_brightness_high; | |
| uniform float u_saturation_factor; | |
| uniform float u_contrast_factor; | |
| uniform vec3 u_spin_weights; | |
| void main() { | |
| // read and cross-fade colors from the main and parent tiles | |
| vec4 color0 = texture2D(u_image0, v_pos0); | |
| vec4 color1 = texture2D(u_image1, v_pos1); | |
| if (color0.a > 0.0) { | |
| color0.rgb = color0.rgb / color0.a; | |
| } | |
| if (color1.a > 0.0) { | |
| color1.rgb = color1.rgb / color1.a; | |
| } | |
| vec4 color = mix(color0, color1, u_fade_t); | |
| color.a *= u_opacity; | |
| vec3 rgb = color.rgb; | |
| // spin | |
| rgb = vec3( | |
| dot(rgb, u_spin_weights.xyz), | |
| dot(rgb, u_spin_weights.zxy), | |
| dot(rgb, u_spin_weights.yzx)); | |
| // saturation | |
| float average = (color.r + color.g + color.b) / 3.0; | |
| rgb += (average - rgb) * u_saturation_factor; | |
| // contrast | |
| rgb = (rgb - 0.5) * u_contrast_factor + 0.5; | |
| // brightness | |
| vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low); | |
| vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high); | |
| gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a); | |
| gl_FragColor = vec4(1.0); | |
| } | |