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@@ -20,7 +20,9 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
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const shaderSnippets = Me.imports.src.extension.shaderSnippets;
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//////////////////////////////////////////////////////////////////////////////////////////
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// The TVEffectShader ... //
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// The TVEffectShader hides the actor by making it first transparent from top and //
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// bottom towards the middle and then hiding the resulting line from left and right //
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// towards the center. //
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//////////////////////////////////////////////////////////////////////////////////////////
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var TVEffectShader = GObject.registerClass(
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@@ -33,28 +35,36 @@ var TVEffectShader = GObject.registerClass(
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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const float BLUR_WIDTH = 0.01;
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const float TB_TIME = 0.7;
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const float LR_TIME = 0.4;
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const float LR_DELAY = 0.6;
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const float FF_TIME = 0.2;
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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const float LR_TIME = 0.4; // Relative time for the left/right animation.
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const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
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const float FF_TIME = 0.2; // Relative time for the final fade to transparency.
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void main() {
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// All of these are in [0..1] during the different stages of the animation.
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// tb refers to the top-bottom animation.
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// lr refers to the left-right animation.
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// ff refers to the final fade animation.
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float tbProgress = smoothstep(0, 1, clamp(uProgress/TB_TIME, 0, 1));
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float lrProgress = smoothstep(0, 1, clamp((uProgress - LR_DELAY)/LR_TIME, 0, 1));
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float ffProgress = smoothstep(0, 1, clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
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// This is a top-center-bottom gradient in [0..1..0]
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float tb = cogl_tex_coord_in[0].t * 2;
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tb = tb < 1 ? tb : 2 - tb;
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// This is a left-center-right gradient in [0..1..0]
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float lr = cogl_tex_coord_in[0].s * 2;
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lr = lr < 1 ? lr : 2 - lr;
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// Combine the progress values with the gradients to create the alpha masks.
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float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
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float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
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float ffMask = 1 - smoothstep(0, 1, ffProgress);
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// Assemble the final alpha value.
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float mask = tbMask * lrMask * ffMask;
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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