🎉 Add matrix overshooting option

This commit is contained in:
Simon Schneegans
2022-01-23 16:42:02 +01:00
parent 982a2c76c3
commit 14ba603f22
4 changed files with 82 additions and 14 deletions
+1
View File
@@ -12,6 +12,7 @@
#### Other Enhancements
* Added a menu entry with a link to the guide for creating new effect types.
* Added a new option to the Matrix Effect: **Vertical Overshooting**: This can add some vertical variation to the start and end position of the letter drops.
## [Burn My Window 9](https://github.com/schneegans/Burn-My-Windows/releases/tag/v9)
+46
View File
@@ -152,6 +152,52 @@
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Vertical Overshooting</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="matrix-overshoot">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-matrix-overshoot">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
@@ -123,6 +123,12 @@
<description>The color matrix trails.</description>
</key>
<key name="matrix-overshoot" type="d">
<default>0.25</default>
<summary>Matrix Overshoot</summary>
<description>The vertical overshooting of the matrix effect.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- TV Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
+29 -14
View File
@@ -70,6 +70,7 @@ var Matrix = class Matrix {
dialog.bindAdjustment('matrix-animation-time');
dialog.bindAdjustment('matrix-scale');
dialog.bindAdjustment('matrix-randomness');
dialog.bindAdjustment('matrix-overshoot');
dialog.bindColorButton('matrix-trail-color');
dialog.bindColorButton('matrix-tip-color');
@@ -88,7 +89,12 @@ var Matrix = class Matrix {
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
const yScale = 1.0 + settings.get_double('matrix-overshoot');
return {
'opacity': {to: 255},
'scale-x': {to: 1.0},
'scale-y': {from: yScale, to: yScale}
};
}
}
@@ -143,6 +149,7 @@ if (utils.isInShellProcess()) {
const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
const float LETTER_FLICKER_SPEED = 2.0;
const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
const float OVERSHOOT = ${settings.get_double('matrix-overshoot')};
// This returns a flickering grid of random letters.
float getText(vec2 fragCoord) {
@@ -161,37 +168,45 @@ if (utils.isInShellProcess()) {
// to one below each drop and to zero above it. This second value is used for fading
// the window texture.
vec2 getRain(vec2 fragCoord) {
vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
coords.x -= mod(coords.x, LETTER_SIZE);
float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
float column = cogl_tex_coord_in[0].x * uSizeX;
column -= mod(column, LETTER_SIZE);
float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, RANDOMNESS);
float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
// Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
// Add some variation to the drop start and end position.
float shorten = fract(sin(column+42.0)*33.423) * mix(0.0, OVERSHOOT*0.25, RANDOMNESS);
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
return vec2(rainAlpha, windowAlpha);
}
void main() {
vec2 coords = cogl_tex_coord_in[0].st;
coords.y = coords.y * (OVERSHOOT + 1.0) - OVERSHOOT * 0.5;
// Get a cool matrix effect. See comments for those methods above.
vec2 rain = getRain(cogl_tex_coord_in[0].st);
float text = getText(cogl_tex_coord_in[0].st);
vec2 rain = getRain(coords);
float text = getText(coords);
// Get the window texture and fade it according to the effect mask.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y;
cogl_color_out = texture2D(uTexture, coords) * rain.y;
// This is used to fade out the remaining trails in the end.
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
(1-FINAL_FADE_START_TIME), 0, 1);
float rainAlpha = finalFade * rain.x;
// Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
// Add the matrix effect to the window.
vec3 trailColor = vec3(${trailColor.red / 255},
${trailColor.green / 255},