register_float("transition_width", &transition_width);
register_float("progress", &progress);
register_int("inverse", &inverse);
- register_uniform_bool("inverse", &uniform_inverse);
+ register_uniform_bool("bool_inverse", &uniform_inverse);
register_uniform_float("progress_mul_w_plus_one", &uniform_progress_mul_w_plus_one);
}
// Implicit uniforms:
// uniform float PREFIX(progress_mul_w_plus_one);
-// uniform bool PREFIX(inverse);
+// uniform bool PREFIX(bool_inverse);
vec4 FUNCNAME(vec2 tc) {
vec4 first = INPUT1(tc);
// just stay a simple mapping.
float w = PREFIX(transition_width);
float luma = INPUT3(tc).x;
- if (PREFIX(inverse)) {
+ if (PREFIX(bool_inverse)) {
luma = 1.0 - luma;
}
float m = clamp((luma * w - w) + PREFIX(progress_mul_w_plus_one), 0.0, 1.0);
register_uniform_float("output_coord_to_slice_num", &uniform_output_coord_to_slice_num);
register_uniform_float("slice_num_to_input_coord", &uniform_slice_num_to_input_coord);
register_uniform_float("slice_offset_to_input_coord", &uniform_slice_offset_to_input_coord);
- register_uniform_float("offset", &uniform_offset);
+ register_uniform_float("normalized_offset", &uniform_offset);
}
string SliceEffect::output_fragment_shader()
// uniform float PREFIX(output_coord_to_slice_num);
// uniform float PREFIX(slice_num_to_input_coord);
// uniform float PREFIX(slice_offset_to_input_coord);
-// uniform float PREFIX(offset);
+// uniform float PREFIX(normalized_offset);
vec4 FUNCNAME(vec2 tc) {
// DIRECTION_VERTICAL will be #defined to 1 if we are expanding vertically,
float slice_offset = fract(sliced_coord * PREFIX(output_coord_to_slice_num));
// Find out where this slice begins in the input data, and then offset from that.
- float input_coord = slice_num * PREFIX(slice_num_to_input_coord) + slice_offset * PREFIX(slice_offset_to_input_coord) + PREFIX(offset);
+ float input_coord = slice_num * PREFIX(slice_num_to_input_coord) + slice_offset * PREFIX(slice_offset_to_input_coord) + PREFIX(normalized_offset);
#if DIRECTION_VERTICAL
return INPUT(vec2(tc.x, 1.0 - input_coord));