facility for css shader transitions, add css shader based tile-transition
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64
css/shaders/tile-flip.fs
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64
css/shaders/tile-flip.fs
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/*
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* Copyright (c) 2012 Adobe Systems Incorporated. All rights reserved.
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* Copyright (c) 2012 Branislav Ulicny
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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precision mediump float;
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// Uniform values from CSS
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uniform float amount;
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uniform float tileOutline;
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// Built-in uniforms
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uniform vec2 u_meshSize;
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uniform vec2 u_textureSize;
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// Varyings passed in from vertex shader
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varying float v_depth;
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varying vec2 v_uv;
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// Main
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void main()
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{
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// FIXME: Must swap x and y as a workaround for:
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// https://bugs.webkit.org/show_bug.cgi?id=96285
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vec2 u_meshSize = u_meshSize.yx;
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vec4 c = vec4(1.0);
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// Fade out.
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c.a = 1.0 - v_depth;
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// Show grid outline.
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if (tileOutline >= 0.5) {
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float cell_width = u_textureSize.x / u_meshSize.y;
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float cell_height = u_textureSize.y / u_meshSize.x;
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float dd = 1.0;
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if (mod(v_uv.x * u_textureSize.x + dd, cell_width) < 2.0
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|| mod(v_uv.y * u_textureSize.y + dd, cell_height) < 2.0) {
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if (amount > 0.0)
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c.rgb = vec3(1.0 - sqrt(amount));
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}
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}
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css_ColorMatrix = mat4(c.r, 0.0, 0.0, 0.0,
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0.0, c.g, 0.0, 0.0,
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0.0, 0.0, c.b, 0.0,
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0.0, 0.0, 0.0, c.a);
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}
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