📝 Update tutorial
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@@ -77,11 +77,55 @@ Just remember to replace `simple-fade` with your custom name!
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### 2. Creating the Effect Class
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You will have to create a new file called `src/SimpleFade.js` and paste the following code to it.
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You will have to create a new GLSL file called `resources/shaders/simple-fade.glsl` and a new JavaScript source file called `src/SimpleFade.js`.
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Simply paste the following source code to the respective file.
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Please study this code carefully, all of it is explained with inline comments.
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<details>
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<summary>Expand this to show the code.</summary>
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<summary>Expand this to show the GLSL code.</summary>
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```glsl
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// The code below injects some standard uniforms which will be updated during the
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// animation. This includes:
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// sampler2D uTexture: Contains the texture of the window.
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// float uProgress: A value which transitions from 0 to 1 during the entire animation.
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// float uTime: A steadily increasing value in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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#include "common/uniforms.glsl"
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// The width of the fading effect is loaded from the settings.
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uniform float uFadeWidth;
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void main() {
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// Get the color from the window texture.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// Radial distance from window edge to the window's center.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
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// This gradually dissolves from [1..0] from the outside to the center. We
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// switch the direction for opening and closing.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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float mask = (1.0 - progress * (1.0 + uFadeWidth) - dist + uFadeWidth) / uFadeWidth;
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// Make the mask smoother.
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mask = smoothstep(0, 1, mask);
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// Apply the mask to the output.
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cogl_color_out.a *= mask;
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}
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```
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</details>
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<details>
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<summary>Expand this to show the JavaScript code.</summary>
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```javascript
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//////////////////////////////////////////////////////////////////////////////////////////
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@@ -106,25 +150,41 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect ... //
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// <- Please add a description of your effect here -> //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// the settings dialog, as well as to create the actual shader for the effect.
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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var SimpleFade = class SimpleFade {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
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// We import Clutter in this function as it is not available in the preferences
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// process. This creator function of the ShaderFactory is only called within GNOME
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// Shell's process.
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const Clutter = imports.gi.Clutter;
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// Store uniform locations of newly created shaders.
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shader._uForOpening = shader.get_uniform_location('uForOpening');
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shader._uFadeWidth = shader.get_uniform_location('uFadeWidth');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.set_uniform_float(shader._uForOpening, 1, [forOpening]);
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shader.set_uniform_float(shader._uFadeWidth, 1, [settings.get_double('simple-fade-width')]);
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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@@ -158,23 +218,6 @@ var SimpleFade = class SimpleFade {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.updateAnimation(actor, settings, forOpening);
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return shader;
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}
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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@@ -182,81 +225,6 @@ var SimpleFade = class SimpleFade {
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return {x: 1.0, y: 1.0};
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect will only be registered in GNOME Shell's process //
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// (not in the preferences process). It's done this way as Clutter may not be installed //
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// on the system and therefore the preferences would crash. //
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//////////////////////////////////////////////////////////////////////////////////////////
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if (utils.isInShellProcess()) {
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const Shell = imports.gi.Shell;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uFadeWidth = this.get_uniform_location('uFadeWidth');
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}
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// This is called each time the shader is used. This can be used to retrieve the
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// configuration from the settings and update all uniforms accordingly.
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updateAnimation(actor, settings, forOpening) {
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uFadeWidth, 1, [settings.get_double('simple-fade-width')]);
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}
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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// This is called by the constructor. This means, it's only called when the effect
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// is used for the first time.
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vfunc_build_pipeline() {
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const declarations = `
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// The code below injects some standard uniforms which will be updated during the
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// animation. This includes:
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// sampler2D uTexture: Contains the texture of the window.
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// float uProgress: A value which transitions from 0 to 1 during the entire animation.
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// float uTime: A steadily increasing value in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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#include "common/uniforms.glsl"
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// The width of the fading effect is loaded from the settings.
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uniform float uFadeWidth;
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`;
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const code = `
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// Get the color from the window texture.
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Radial distance from window edge to the window's center.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
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// This gradually dissolves from [1..0] from the outside to the center. We
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// switch the direction for opening and closing.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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float mask = (1.0 - progress * (1.0 + uFadeWidth) - dist + uFadeWidth) / uFadeWidth;
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// Make the mask smoother.
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mask = smoothstep(0, 1, mask);
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// Set the final output color. This uses premultiplied alpha.
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cogl_color_out = windowColor * mask;
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`;
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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};
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});
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}
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```
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</details>
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@@ -270,7 +238,7 @@ Like this:
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```javascript
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const ALL_EFFECTS = [
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...
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Me.imports.src.SimpleFade.SimpleFade,
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new Me.imports.src.SimpleFade.SimpleFade(),
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...
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];
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```
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