🔧 Tweak shader
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@@ -13,79 +13,124 @@
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform sampler2D uAshTexture;
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uniform vec2 uSeed;
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uniform vec3 uColor;
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// uniform vec3 uColor;
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uniform float uScale;
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uniform float uWidth;
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// uniform float uWidth;
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uniform float uTurbulence;
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const float BURN_TIME = 0.5;
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const float FIRE_WIDTH = 0.03;
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const float ASH_WIDTH = 0.5;
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const float ASH_LAYERS = 4;
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vec4 getFireColor(float v) {
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const float steps[3] = float[](0.0, 0.5, 1.0);
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vec4 colors[3] = vec4[](vec4(1, 0, 0, 0), vec4(1, 0, 0, 0.5), vec4(1, 1, 0, 1));
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const float steps[4] = float[](0.0, 0.33, 0.66, 1.0);
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vec4 colors[4] =
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vec4[](vec4(1, 0, 0, 0), vec4(1, 0, 0, 0.5), vec4(1, 1, 0, 1), vec4(1, 0, 0, 0));
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if (v < steps[0]) {
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return colors[0];
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}
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for (int i = 0; i < 2; ++i) {
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for (int i = 0; i < 3; ++i) {
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if (v <= steps[i + 1]) {
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return mix(colors[i], colors[i + 1],
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vec4(v - steps[i]) / (steps[i + 1] - steps[i]));
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float blend = smoothstep(0, 1, (v - steps[i]) / (steps[i + 1] - steps[i]));
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return mix(colors[i], colors[i + 1], vec4(blend));
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}
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}
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return colors[2];
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return colors[3];
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}
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void main() {
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float progress = uProgress / 0.8;
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progress = uForOpening ? 1.0 - progress : progress;
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vec2 uv = 0.01 * cogl_tex_coord_in[0].st * uSize / uScale;
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float lfNoise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
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lfNoise = mix(lfNoise - 1.0, lfNoise + 1.0, progress);
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float hfNoise = simplex2DFractal(uv + uSeed);
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hfNoise = mix(hfNoise - 1.0, hfNoise + 1.0, progress);
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float noise = mix(lfNoise, hfNoise, uTurbulence);
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float fire = noise / (0.03 * uWidth) - progress / (0.03 * uWidth) + progress;
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vec4 windowColor = 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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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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if (windowColor.a > 0) {
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windowColor.rgb /= windowColor.a;
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}
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cogl_color_out = windowColor;
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if (fire >= 1) {
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cogl_color_out.a = 0;
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} else if (fire > 0) {
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vec4 fire = getFireColor(fire);
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fire.a *= cogl_color_out.a;
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cogl_color_out = alphaOver(cogl_color_out, fire);
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vec2 uv = cogl_tex_coord_in[0].st * uSize / uScale;
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float lfNoise = simplex2D(uv / max(uSize.x, uSize.y) + uSeed);
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float hfNoise = simplex2DFractal(uv * 0.01 + uSeed);
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float noise = (lfNoise + hfNoise * uTurbulence * 0.5) / (1.0 + uTurbulence * 0.5);
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float burnProgress =
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(uForOpening ? 1.0 - uProgress / BURN_TIME : uProgress / BURN_TIME);
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vec2 fireRange = vec2(burnProgress - FIRE_WIDTH, burnProgress + FIRE_WIDTH);
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if (uForOpening) {
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// Hide window.
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if (noise < fireRange.x) {
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cogl_color_out.a = 0.0;
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}
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} else {
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// Draw ash particles if the window is closed.
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vec2 ashRange = vec2(burnProgress - ASH_WIDTH, burnProgress);
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float ash = clamp(1.0 - (noise - ashRange.x) / (ashRange.y - ashRange.x), 0, 1);
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// vec4 ashColor = vec4(0, 0, 0, 0);
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// cogl_color_out = mix(cogl_color_out, ashColor, ash);
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// for (float i = 0; i < ASH_LAYERS; ++i) {
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// float factor = ASH_LAYERS == 1 ? 0 : i / (ASH_LAYERS - 1);
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// Now check wether there is actually something in the current ash layer at
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// the coords position.
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vec2 ashMap = texture2D(uAshTexture, uv * 0.005).rg;
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// float ashGroup = floor(ashMap.g * ASH_LAYERS * 0.999);
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// if (ashGroup == i) {
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// Get the window color.
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// vec4 windowColor = texture2D(uTexture, coords + 0.5);
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// // Shell.GLSLEffect uses straight alpha. So we have to convert from
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// premultiplied. if (windowColor.a > 0) {
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// windowColor.rgb /= windowColor.a;
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// }
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// Dissolve and blend the layers.
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if (ashMap.x - ash < 0) {
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cogl_color_out.a = 0;
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}
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// }
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// }
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}
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if ((uForOpening && fire < 0) || (!uForOpening && fire > 1)) {
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float smoke = (uForOpening ? -fire : fire - 1) * uWidth;
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// Add fire.
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if (fireRange.x < noise && noise < fireRange.y) {
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float fire = 1.0 - (noise - fireRange.x) / (fireRange.y - fireRange.x);
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fire *= cogl_color_out.a;
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cogl_color_out = alphaOver(cogl_color_out, getFireColor(fire));
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}
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vec2 uv = 0.01 * cogl_tex_coord_in[0].st * uSize / uScale;
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vec2 smokeShift = vec2(0, smoke * 0.1);
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smoke = clamp(smoke, 0, 1) * simplex2DFractal(uv + uSeed + smokeShift);
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// Add smoke.
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vec2 smokeRange = uForOpening ? vec2(fireRange.y, 1.0) : vec2(0.0, fireRange.x);
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if (smokeRange.x < noise && noise < smokeRange.y) {
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float smoke = (noise - smokeRange.x) / (smokeRange.y - smokeRange.x);
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if (!uForOpening) {
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smoke = 1 - smoke;
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}
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vec2 smokeShift = vec2(0, smoke * noise * uTime);
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smoke *= simplex2DFractal(uv * 0.01 + uSeed + smokeShift);
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smoke *= getRelativeEdgeMask(0.3);
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float fadeOutProgress = clamp((uProgress - 0.7) / 0.3, 0, 1);
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float fadeOutProgress = clamp((uProgress - BURN_TIME) / (1.0 - BURN_TIME), 0, 1);
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smoke *= 1 - fadeOutProgress;
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cogl_color_out = alphaOver(cogl_color_out, vec4(vec3(0.2), smoke));
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}
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// if (cogl_tex_coord_in[0].s > 0.5) {
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// cogl_color_out = vec4(vec3(noise), 1.0);
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// }
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}
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@@ -348,7 +348,7 @@
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</key>
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<key name="incinerate-animation-time" type="i">
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<default>2000</default>
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<default>3500</default>
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<summary>Incinerate Animation Time</summary>
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<description>The time the Incinerate effect takes.</description>
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</key>
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@@ -366,7 +366,7 @@
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</key>
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<key name="incinerate-turbulence" type="d">
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<default>0.15</default>
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<default>0.2</default>
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<summary>Incinerate Turbulence</summary>
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<description>The turbulence of the effect.</description>
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</key>
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+29
-4
@@ -37,12 +37,20 @@ var Incinerate = class {
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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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// We import these modules in this function as they are not available in the
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// preferences process. This callback is only called within GNOME Shell's process.
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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// Create the texture in the first call.
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if (!this._ashTexture) {
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const ashData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
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this._ashTexture = new Clutter.Image();
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this._ashTexture.set_data(ashData.get_pixels(), Cogl.PixelFormat.RGB_888,
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ashData.width, ashData.height, ashData.rowstride);
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}
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// Store uniform locations of newly created shaders.
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shader._uAshTexture = shader.get_uniform_location('uAshTexture');
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shader._uSeed = shader.get_uniform_location('uSeed');
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shader._uColor = shader.get_uniform_location('uColor');
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shader._uWidth = shader.get_uniform_location('uWidth');
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@@ -65,6 +73,23 @@ var Incinerate = class {
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shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
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// clang-format on
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});
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// This is required to bind the ash texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
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// called get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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shader.connect('update-animation', (shader) => {
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const pipeline = shader.get_pipeline();
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// Use linear filtering for the window texture.
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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// Bind the ash texture.
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pipeline.set_layer_texture(1, this._ashTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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pipeline.set_uniform_1i(shader._uAshTexture, 1);
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});
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});
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}
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