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fix(shader-transitions): preserve gravitational lens start frame (#3660)
Builds on #1579, verified with hardware WebGL endpoint and intermediate pixel comparisons. Co-authored-by: Carlos Alcaraz <193642530+calcarazgre646@users.noreply.github.com>
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co-authored by
Carlos Alcaraz
parent
0ad9c700ac
commit
dd06b321cd
@@ -87,6 +87,7 @@ const shaders: Record<string, ShaderDef> = {
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},
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"gravitational-lens": {
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// Begin with the untouched source; full horizon darkening starts at progress 0.3.
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frag:
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H +
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"void main(){vec4 B=texture2D(u_to,v_uv);" +
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@@ -98,7 +99,8 @@ const shaders: Record<string, ShaderDef> = {
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"float shift=pull*.02/(dist+.2);" +
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"float r=texture2D(u_from,clamp(v_uv-uv*(warpStr+shift),0.,1.)).r;" +
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"float b=texture2D(u_from,clamp(v_uv-uv*(warpStr-shift),0.,1.)).b;" +
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"vec3 lensed=vec3(r,A.g,b)*horizon;" +
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"float horizonStrength=smoothstep(0.,.3,u_progress);" +
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"vec3 lensed=vec3(r,A.g,b)*mix(1.,horizon,horizonStrength);" +
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"gl_FragColor=vec4(mix(lensed,B.rgb,smoothstep(.3,.9,u_progress)),1.);}",
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},
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