@lightningjs/renderer
Version:
Lightning 3 Renderer
85 lines (79 loc) • 2.69 kB
JavaScript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import { updateFloat32ArrayLength4, validateArrayLength4, } from './EffectUtils.js';
import { ShaderEffect, } from './ShaderEffect.js';
export class FadeOutEffect extends ShaderEffect {
static z$__type__Props;
name = 'fadeOut';
static getEffectKey() {
return `fadeOut`;
}
static uniforms = {
fade: {
value: 0,
method: 'uniform4fv',
type: 'vec4',
validator: validateArrayLength4,
updateProgramValue: updateFloat32ArrayLength4,
},
};
static resolveDefaults(props) {
return {
fade: props.fade ?? 10,
};
}
static onColorize = `
vec2 point = v_nodeCoordinate.xy * u_dimensions.xy;
vec2 pos1;
vec2 pos2;
vec2 d;
float c;
vec4 result = maskColor;
if(fade[0] > 0.0) {
pos1 = vec2(point.x, point.y);
pos2 = vec2(point.x, point.y + fade[0]);
d = pos2 - pos1;
c = dot(pos1, d) / dot(d, d);
result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0)));
}
if(fade[1] > 0.0) {
pos1 = vec2(point.x - u_dimensions.x - fade[1], v_nodeCoordinate.y);
pos2 = vec2(point.x - u_dimensions.x, v_nodeCoordinate.y);
d = pos1 - pos2;
c = dot(pos2, d) / dot(d, d);
result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0)));
}
if(fade[2] > 0.0) {
pos1 = vec2(v_nodeCoordinate.x, point.y - u_dimensions.y - fade[2]);
pos2 = vec2(v_nodeCoordinate.x, point.y - u_dimensions.y);
d = pos1 - pos2;
c = dot(pos2, d) / dot(d, d);
result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0)));
}
if(fade[3] > 0.0) {
pos1 = vec2(point.x, point.y);
pos2 = vec2(point.x + fade[3], point.y);
d = pos2 - pos1;
c = dot(pos1, d) / dot(d, d);
result = mix(vec4(0.0), result, smoothstep(0.0, 1.0, clamp(c, 0.0, 1.0)));
}
return result;
`;
}
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