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