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#version 110
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2011-09-17 03:06:00 -04:00
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uniform sampler2D tex;
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uniform float startY;
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uniform float fraction;
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uniform float height;
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const float c = -0.2;
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const float border_max_height = 60.0;
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mat4 contrast = mat4 (1.0 + c, 0.0, 0.0, 0.0,
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0.0, 1.0 + c, 0.0, 0.0,
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0.0, 0.0, 1.0 + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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vec4 off = vec4(0.633, 0.633, 0.633, 0);
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void main()
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{
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vec4 color = texture2D(tex, cogl_tex_coord_in[0].xy);
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float y = height * cogl_tex_coord_in[0].y;
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2010-09-10 21:30:50 -04:00
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// To reduce contrast, blend with a mid gray
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2011-09-17 03:06:00 -04:00
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cogl_color_out = color * contrast - off * c;
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2010-09-10 21:30:50 -04:00
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2011-09-17 15:56:59 -04:00
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// We only fully dim at a distance of BORDER_MAX_HEIGHT from startY and
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2010-09-10 21:30:50 -04:00
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// when the fraction is 1.0. For other locations and fractions we linearly
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2011-09-17 15:56:59 -04:00
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// interpolate back to the original undimmed color, so the top of the window
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// is at full color.
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cogl_color_out = color + (cogl_color_out - color) * max(min((y - startY) / border_max_height, 1.0), 0.0);
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2011-09-17 03:06:00 -04:00
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cogl_color_out = color + (cogl_color_out - color) * fraction;
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cogl_color_out *= color.a;
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2010-09-10 21:30:50 -04:00
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}
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