♻️ Use more consistent key names
This commit is contained in:
@@ -5,10 +5,11 @@
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// The code below is called whenever the user changes something in the configuration of
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// the effect.
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effect.setUniform(this.shader, 'uColorSpeed', effect.readConfig('Speed', 1.0));
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effect.setUniform(this.shader, 'uRandomColorOffset', effect.readConfig('RandomColor', true) ? 1.0 : 0.0);
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effect.setUniform(this.shader, 'uColorOffset', effect.readConfig('StartHue', 1.0));
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effect.setUniform(this.shader, 'uColorSaturation', effect.readConfig('Saturation', 1.0));
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effect.setUniform(this.shader, 'uSpeed', effect.readConfig('Speed', 1.0));
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effect.setUniform(this.shader, 'uRandomColor',
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effect.readConfig('RandomColor', true) ? 1.0 : 0.0);
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effect.setUniform(this.shader, 'uStartHue', effect.readConfig('StartHue', 1.0));
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effect.setUniform(this.shader, 'uSaturation', effect.readConfig('Saturation', 1.0));
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effect.setUniform(this.shader, 'uBlur', effect.readConfig('BlurAmount', 1.0));
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effect.setUniform(this.shader, 'uEdgeSize', effect.readConfig('EdgeSize', 1.0));
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effect.setUniform(this.shader, 'uEdgeHardness', effect.readConfig('EdgeHardness', 1.0));
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@@ -5,9 +5,13 @@
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// The code below is called whenever the user changes something in the configuration of
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// the effect.
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effect.setUniform(this.shader, 'uWT', effect.readConfig('AnimationSplit', 1.0));
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effect.setUniform(this.shader, 'uWinRot', effect.readConfig('RotateWindow', true) ? 1.0 : 0.0);
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effect.setUniform(this.shader, 'uXpos', effect.readConfig('HorizontalSparklePosition', 1.0));
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effect.setUniform(this.shader, 'uYpos', effect.readConfig('VerticalSparklePosition', 1.0));
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effect.setUniform(this.shader, 'uAnimationSplit',
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effect.readConfig('AnimationSplit', 1.0));
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effect.setUniform(this.shader, 'uWindowRotation',
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effect.readConfig('RotateWindow', true) ? 1.0 : 0.0);
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effect.setUniform(this.shader, 'uHorizontalSparklePosition',
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effect.readConfig('HorizontalSparklePosition', 1.0));
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effect.setUniform(this.shader, 'uVerticalSparklePosition',
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effect.readConfig('VerticalSparklePosition', 1.0));
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effect.setUniform(this.shader, 'uSparkleRot', effect.readConfig('SparkleRotation', 1.0));
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effect.setUniform(this.shader, 'uSparkleSize', effect.readConfig('SparkleSize', 1.0));
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@@ -31,10 +31,10 @@
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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uniform float uColorSpeed;
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uniform bool uRandomColorOffset;
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uniform float uColorOffset;
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uniform float uColorSaturation;
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uniform float uSpeed;
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uniform bool uRandomColor;
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uniform float uStartHue;
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uniform float uSaturation;
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uniform float uBlur;
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uniform vec2 uSeed;
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uniform float uEdgeSize;
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@@ -72,8 +72,8 @@ void main() {
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gradient += simplex2D((iTexCoord + uSeed)) * 0.5;
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// This mask is used for the color overlay.
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float glowMask = (progress - gradient) / mix(uEdgeSize, 0.5, progress);
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glowMask = 1.0 - clamp(glowMask - progress, 0.0, 1.0);
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float glowMask = (progress - gradient) / (uEdgeSize + 0.1);
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glowMask = 1.0 - clamp(glowMask, 0.0, 1.0);
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// Quickly fade out the glow mask at the end of the animation.
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glowMask *= easeOutSine(min(1.0, (1.0 - progress) * 4.0));
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@@ -90,10 +90,10 @@ void main() {
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}
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glowMask *= windowColor.a;
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vec3 glowColor = cos(progress * uColorSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
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float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset;
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vec3 glowColor = cos(progress * uSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
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float colorOffset = (uRandomColor) ? hash12(uSeed) : uStartHue;
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glowColor = offsetHue(glowColor, colorOffset + 0.1);
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glowColor = clamp(glowColor * uColorSaturation, vec3(0.0), vec3(1.0));
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glowColor = clamp(glowColor * uSaturation, vec3(0.0), vec3(1.0));
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windowColor.rgb += glowColor * glowMask;
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@@ -31,13 +31,13 @@
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// void setOutputColor(vec4 outColor)
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// window time ... how we split the time between the window and the sparkle/star
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uniform float uWT;
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uniform float uXpos; // the Xposition of the star
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uniform float uYpos; // the Yposition of the star
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uniform float uSparkleRot; // the rotation of the star
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uniform float uSparkleSize; // the size of the star
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uniform bool uWinRot; // window rotation... but it's more of a warp
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uniform vec2 uSeed; // and random numbers
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uniform float uAnimationSplit;
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uniform float uHorizontalSparklePosition; // the Xposition of the star
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uniform float uVerticalSparklePosition; // the Yposition of the star
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uniform float uSparkleRot; // the rotation of the star
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uniform float uSparkleSize; // the size of the star
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uniform bool uWindowRotation; // window rotation... but it's more of a warp
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uniform vec2 uSeed; // and random numbers
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// Used to scale the window.
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vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset) {
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@@ -106,16 +106,18 @@ void main() {
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Scale progress ... the first half of the animation.
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float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0);
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float scalep = remap(progress, 0.0, uAnimationSplit + 0.1, 0.0, 1.0);
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scalep = easeOutQuad(scalep);
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// Sparkle progress ... the second half of the animation.
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float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0);
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float sparkp = remap(progress, uAnimationSplit - 0.1, 1.0, 0.0, 1.0);
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sparkp = easeInOutSine(sparkp);
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// This is the offset of the window... don't let them go too far each way.
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vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20;
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vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep);
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vec2 offset = vec2(uHorizontalSparklePosition, uVerticalSparklePosition * -1.0) * 0.20;
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vec2 scaleOffset =
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mix(vec2(0.0),
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vec2(uHorizontalSparklePosition, uVerticalSparklePosition * -1.0) * 0.50, scalep);
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// the UV for this function
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float aspect = uSize.x / uSize.y;
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@@ -129,7 +131,7 @@ void main() {
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// Rotation and if we are gonna rotate or not.
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vec3 rot = vec3(0.0);
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if (uWinRot) {
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if (uWindowRotation) {
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rot = hash32(uSeed);
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rot *= 2.0;
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rot -= 1.0;
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@@ -66,17 +66,17 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<child>
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<object class="AdwActionRow" id="aura-glow-action-row">
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<property name="title" translatable="yes">Start Color Hue</property>
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<property name="title" translatable="yes">Start Hue</property>
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<child>
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<object class="GtkScale" id="aura-glow-color-offset-scale">
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<object class="GtkScale" id="aura-glow-start-hue-slider">
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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="aura-glow-color-offset">
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<object class="GtkAdjustment" id="aura-glow-start-hue">
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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">0.1</property>
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@@ -86,7 +86,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</object>
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</child>
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<child>
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<object class="GtkButton" id="reset-aura-glow-color-offset">
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<object class="GtkButton" id="reset-aura-glow-start-hue">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -100,7 +100,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<child>
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Color Speed</property>
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<property name="title" translatable="yes">Speed</property>
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<child>
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<object class="GtkScale">
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<property name="valign">center</property>
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@@ -109,7 +109,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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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="aura-glow-color-speed">
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<object class="GtkAdjustment" id="aura-glow-speed">
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<property name="upper">5.0</property>
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<property name="lower">-5.0</property>
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<property name="step-increment">0.25</property>
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@@ -119,7 +119,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</object>
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</child>
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<child>
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<object class="GtkButton" id="reset-aura-glow-color-speed">
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<object class="GtkButton" id="reset-aura-glow-speed">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -133,7 +133,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<child>
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Color Saturation</property>
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<property name="title" translatable="yes">Saturation</property>
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<child>
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<object class="GtkScale">
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<property name="valign">center</property>
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@@ -142,7 +142,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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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="aura-glow-color-saturation">
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<object class="GtkAdjustment" id="aura-glow-saturation">
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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">0.10</property>
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@@ -152,7 +152,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</object>
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</child>
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<child>
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<object class="GtkButton" id="reset-aura-glow-color-saturation">
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<object class="GtkButton" id="reset-aura-glow-saturation">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -63,7 +63,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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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="team-rocket-window-time">
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<object class="GtkAdjustment" id="team-rocket-animation-split">
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<property name="upper">0.8</property>
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<property name="lower">0.2</property>
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<property name="step-increment">0.01</property>
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@@ -74,7 +74,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</child>
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<child>
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<object class="GtkButton" id="reset-team-rocket-window-time">
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<object class="GtkButton" id="reset-team-rocket-animation-split">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -89,14 +89,14 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<child>
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Rotate Window</property>
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<property name="activatable-widget">team-rocket-win-rot</property>
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<property name="activatable-widget">team-rocket-window-rotation</property>
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<child>
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<object class="GtkSwitch" id="team-rocket-win-rot">
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<object class="GtkSwitch" id="team-rocket-window-rotation">
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<property name="valign">center</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-team-rocket-win-rot">
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<object class="GtkButton" id="reset-team-rocket-window-rotation">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -122,7 +122,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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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="team-rocket-x">
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<object class="GtkAdjustment" id="team-rocket-horizontal-sparkle-position">
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<property name="upper">1.0</property>
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<property name="lower">-1.0</property>
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<property name="step-increment">0.01</property>
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@@ -133,7 +133,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</child>
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<child>
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<object class="GtkButton" id="reset-team-rocket-x">
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<object class="GtkButton" id="reset-team-rocket-horizontal-sparkle-position">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -159,7 +159,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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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="team-rocket-y">
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<object class="GtkAdjustment" id="team-rocket-vertical-sparkle-position">
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<property name="upper">1.0</property>
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<property name="lower">-1.0</property>
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<property name="step-increment">0.01</property>
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@@ -170,7 +170,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</child>
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<child>
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<object class="GtkButton" id="reset-team-rocket-y">
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<object class="GtkButton" id="reset-team-rocket-vertical-sparkle-position">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -187,7 +187,6 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Sparkle Size</property>
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<!-- <property name="subtitle" translatable="yes"></property> -->
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<child>
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<object class="GtkScale">
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@@ -225,7 +224,6 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Sparkle Rotation</property>
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<!-- <property name="subtitle" translatable="yes"></property> -->
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<child>
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<object class="GtkScale">
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@@ -979,19 +979,19 @@ SPDX-License-Identifier: CC0-1.0
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<description>Ramdomize the color offset</description>
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</key>
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<key name="aura-glow-color-offset" type="d">
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<key name="aura-glow-start-hue" type="d">
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<default>0.0</default>
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<summary>Aura Glow Color Offset</summary>
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<description>Changes the inital color of the glow</description>
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</key>
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<key name="aura-glow-color-speed" type="d">
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<key name="aura-glow-speed" type="d">
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<default>2.5</default>
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<summary>Aura Glow Color Speed</summary>
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<description>The Speed at which the color changes</description>
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</key>
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<key name="aura-glow-color-saturation" type="d">
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<key name="aura-glow-saturation" type="d">
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<default>0.75</default>
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<summary>Aura Glow Color Saturation</summary>
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<description>Amount of color in the effect</description>
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@@ -1071,25 +1071,25 @@ SPDX-License-Identifier: CC0-1.0
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<description>The time the Team Rocket effect takes.</description>
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</key>
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<key name="team-rocket-window-time" type="d">
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<key name="team-rocket-animation-split" type="d">
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<default>0.5</default>
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<summary>Window vs Sparkle split</summary>
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<description>Window vs Sparkle split</description>
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</key>
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<key name="team-rocket-x" type="d">
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<key name="team-rocket-horizontal-sparkle-position" type="d">
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<default>0.0</default>
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<summary>Team Rocket X</summary>
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<description>X position</description>
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</key>
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<key name="team-rocket-y" type="d">
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<key name="team-rocket-vertical-sparkle-position" type="d">
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<default>0.5</default>
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<summary>Team Rocket Y</summary>
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<description>Y position</description>
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</key>
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<key name="team-rocket-win-rot" type="b">
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<key name="team-rocket-window-rotation" type="b">
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<default>true</default>
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<summary>Rotate the Window</summary>
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<description>Rotate the Window</description>
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+16
-18
@@ -40,22 +40,22 @@ export default class Effect {
|
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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// Store uniform locations of newly created shaders.
|
||||
shader._uColorSpeed = shader.get_uniform_location('uColorSpeed');
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||||
shader._uRandomColorOffset = shader.get_uniform_location('uRandomColorOffset');
|
||||
shader._uColorOffset = shader.get_uniform_location('uColorOffset');
|
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shader._uColorSaturation = shader.get_uniform_location('uColorSaturation');
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||||
shader._uEdgeSize = shader.get_uniform_location('uEdgeSize');
|
||||
shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness');
|
||||
shader._uBlur = shader.get_uniform_location('uBlur');
|
||||
shader._uSeed = shader.get_uniform_location('uSeed');
|
||||
shader._uSpeed = shader.get_uniform_location('uSpeed');
|
||||
shader._uRandomColor = shader.get_uniform_location('uRandomColor');
|
||||
shader._uStartHue = shader.get_uniform_location('uStartHue');
|
||||
shader._uSaturation = shader.get_uniform_location('uSaturation');
|
||||
shader._uEdgeSize = shader.get_uniform_location('uEdgeSize');
|
||||
shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness');
|
||||
shader._uBlur = shader.get_uniform_location('uBlur');
|
||||
shader._uSeed = shader.get_uniform_location('uSeed');
|
||||
|
||||
// Write all uniform values at the start of each animation.
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
// clang-format off
|
||||
shader.set_uniform_float(shader._uColorSpeed, 1, [settings.get_double('aura-glow-color-speed')]);
|
||||
shader.set_uniform_float(shader._uRandomColorOffset, 1, [settings.get_boolean('aura-glow-random-color')]);
|
||||
shader.set_uniform_float(shader._uColorOffset, 1, [settings.get_double('aura-glow-color-offset')]);
|
||||
shader.set_uniform_float(shader._uColorSaturation, 1, [settings.get_double('aura-glow-color-saturation')]);
|
||||
shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('aura-glow-speed')]);
|
||||
shader.set_uniform_float(shader._uRandomColor, 1, [settings.get_boolean('aura-glow-random-color')]);
|
||||
shader.set_uniform_float(shader._uStartHue, 1, [settings.get_double('aura-glow-start-hue')]);
|
||||
shader.set_uniform_float(shader._uSaturation, 1, [settings.get_double('aura-glow-saturation')]);
|
||||
shader.set_uniform_float(shader._uEdgeSize, 1, [settings.get_double('aura-glow-edge-size')]);
|
||||
shader.set_uniform_float(shader._uEdgeHardness, 1, [settings.get_double('aura-glow-edge-hardness')]);
|
||||
shader.set_uniform_float(shader._uBlur, 1, [settings.get_double('aura-glow-blur')]);
|
||||
@@ -95,19 +95,17 @@ export default class Effect {
|
||||
// binds all user interface elements to the respective settings keys of the profile.
|
||||
static bindPreferences(dialog) {
|
||||
dialog.bindAdjustment('aura-glow-animation-time');
|
||||
dialog.bindAdjustment('aura-glow-color-speed');
|
||||
dialog.bindAdjustment('aura-glow-speed');
|
||||
dialog.bindSwitch('aura-glow-random-color');
|
||||
dialog.bindAdjustment('aura-glow-color-offset');
|
||||
dialog.bindAdjustment('aura-glow-color-saturation');
|
||||
dialog.bindAdjustment('aura-glow-start-hue');
|
||||
dialog.bindAdjustment('aura-glow-saturation');
|
||||
dialog.bindAdjustment('aura-glow-edge-size');
|
||||
dialog.bindAdjustment('aura-glow-edge-hardness');
|
||||
dialog.bindAdjustment('aura-glow-blur');
|
||||
|
||||
// enable and disable the one slider
|
||||
function enableDisablePref(dialog, state) {
|
||||
dialog.getBuilder()
|
||||
.get_object('aura-glow-color-offset-scale')
|
||||
.set_sensitive(!state);
|
||||
dialog.getBuilder().get_object('aura-glow-start-hue-slider').set_sensitive(!state);
|
||||
}
|
||||
|
||||
const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
|
||||
|
||||
+16
-16
@@ -39,22 +39,24 @@ export default class Effect {
|
||||
constructor() {
|
||||
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
|
||||
// Store uniform locations of newly created shaders.
|
||||
shader._uWT = shader.get_uniform_location('uWT');
|
||||
shader._uXpos = shader.get_uniform_location('uXpos');
|
||||
shader._uYpos = shader.get_uniform_location('uYpos');
|
||||
shader._uWinRot = shader.get_uniform_location('uWinRot');
|
||||
shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
|
||||
shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
|
||||
shader._uAnimationSplit = shader.get_uniform_location('uAnimationSplit');
|
||||
shader._uHorizontalSparklePosition =
|
||||
shader.get_uniform_location('uHorizontalSparklePosition');
|
||||
shader._uVerticalSparklePosition =
|
||||
shader.get_uniform_location('uVerticalSparklePosition');
|
||||
shader._uWindowRotation = shader.get_uniform_location('uWindowRotation');
|
||||
shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
|
||||
shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
|
||||
|
||||
shader._uSeed = shader.get_uniform_location('uSeed');
|
||||
|
||||
// Write all uniform values at the start of each animation.
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
// clang-format off
|
||||
shader.set_uniform_float(shader._uWT, 1, [settings.get_double('team-rocket-window-time')]);
|
||||
shader.set_uniform_float(shader._uXpos, 1, [settings.get_double('team-rocket-x')]);
|
||||
shader.set_uniform_float(shader._uYpos, 1, [settings.get_double('team-rocket-y')]);
|
||||
shader.set_uniform_float(shader._uWinRot, 1, [settings.get_boolean('team-rocket-win-rot')]);
|
||||
shader.set_uniform_float(shader._uAnimationSplit, 1, [settings.get_double('team-rocket-animation-split')]);
|
||||
shader.set_uniform_float(shader._uHorizontalSparklePosition, 1, [settings.get_double('team-rocket-horizontal-sparkle-position')]);
|
||||
shader.set_uniform_float(shader._uVerticalSparklePosition, 1, [settings.get_double('team-rocket-vertical-sparkle-position')]);
|
||||
shader.set_uniform_float(shader._uWindowRotation, 1, [settings.get_boolean('team-rocket-window-rotation')]);
|
||||
shader.set_uniform_float(shader._uSparkleRot, 1, [settings.get_double('team-rocket-sparkle-rot')]);
|
||||
shader.set_uniform_float(shader._uSparkleSize, 1, [settings.get_double('team-rocket-sparkle-size')]);
|
||||
// clang-format on
|
||||
@@ -93,12 +95,10 @@ export default class Effect {
|
||||
// binds all user interface elements to the respective settings keys of the profile.
|
||||
static bindPreferences(dialog) {
|
||||
dialog.bindAdjustment('team-rocket-animation-time');
|
||||
dialog.bindAdjustment('team-rocket-window-time');
|
||||
dialog.bindAdjustment('team-rocket-x');
|
||||
dialog.bindAdjustment('team-rocket-y');
|
||||
|
||||
dialog.bindSwitch('team-rocket-win-rot');
|
||||
|
||||
dialog.bindAdjustment('team-rocket-animation-split');
|
||||
dialog.bindAdjustment('team-rocket-horizontal-sparkle-position');
|
||||
dialog.bindAdjustment('team-rocket-vertical-sparkle-position');
|
||||
dialog.bindSwitch('team-rocket-window-rotation');
|
||||
dialog.bindAdjustment('team-rocket-sparkle-rot');
|
||||
dialog.bindAdjustment('team-rocket-sparkle-size');
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user