Kaydet (Commit) 0fe5a306 authored tarafından Emmanuel Gil Peyrot's avatar Emmanuel Gil Peyrot Kaydeden (comit) Tomaž Vajngerl

slideshow: Tweak a few constants to make Glitter and Honeycomb look nicer

Change-Id: I5dd15f3d483caaedbf58a7ad12bf24798694524f
üst e830c7f7
......@@ -111,9 +111,9 @@ void main( void )
// Scale the transition time to minimize the time a tile will stay black.
float transitionTime = clamp((time - startTime) / (endTime - startTime), 0.0, 1.0);
if (transitionTime < 0.5)
transitionTime = transitionTime * 0.3 / 0.5;
transitionTime = transitionTime / 2.0;
else
transitionTime = (transitionTime * 0.3 / 0.5) + 0.4;
transitionTime = (transitionTime / 2.0) + 0.5;
angle = transitionTime * M_PI * 2.0;
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
......
......@@ -43,7 +43,7 @@ void main()
// If the center is “outside” of the canvas, clear it first.
startTime = 0.15;
else
startTime = 0.15 + fuzz * 0.3;
startTime = 0.15 + fuzz * 0.4;
float endTime = startTime + 0.05;
actualTime = 1.0 - clamp((time - startTime) / (endTime - startTime), 0, 1);
} else {
......@@ -52,9 +52,11 @@ void main()
// If the center is “outside” of the canvas, clear it first.
startTime = 0.85;
else
startTime = 0.5 + fuzz * 0.3;
startTime = 0.3 + fuzz * 0.4;
float endTime = startTime + 0.05;
actualTime = clamp((time - startTime) / (endTime - startTime), 0, 1);
if (time < 0.8)
actualTime *= time / 0.8;
}
gl_FragColor.a = actualTime;
}
......
......@@ -73,7 +73,7 @@ void main( void )
// Entering texture
transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1)))
* slideScaleMatrix
* rotationMatrix(vec3(0.0, 0.0, 1.0), pow(time - 1, 2) * M_PI)
* rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI)
* invertSlideScaleMatrix;
}
modelViewProjectionMatrix = u_projectionMatrix * modelViewMatrix * transformMatrix;
......
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