GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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2 changed files with 3 additions and 3 deletions
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@ -9,13 +9,13 @@ uniform bool is_shape;
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void main() {
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if(is_shape) {
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float tick = (u_time_end - u_time) / u_duration;
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float blink = smoothstep(1.0, 0.5, tick);
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float blink = mix(0.5, 1.0, tick);
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vec4 color = vec4(blink, blink, blink, 1.0);
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gl_FragColor = gl_Color * color;
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} else {
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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float tick = (u_time_end - u_time) / u_duration;
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float blink = smoothstep(1.0, 0.5, tick);
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float blink = mix(0.5, 1.0, tick);
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vec4 color = vec4(blink, blink, blink, 1.0);
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gl_FragColor = gl_Color * color * pixel;
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}
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@ -18,7 +18,7 @@ namespace gui {
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$gui.set<Sprite>(button, {"leather_pouch-128"});
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// $gui.set<Rectangle>(button, {});
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$gui.set<Label>(button, {label});
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$gui.set<Shader>(button, {.duration=0.2f});
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$gui.set<Shader>(button, {.duration=0.1f});
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$gui.set<Clickable>(button,
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guecs::make_action(*$level.world, event));
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}
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