🚚 Move uForOpening to standard uniforms
This commit is contained in:
@@ -146,7 +146,6 @@ if (utils.isInShellProcess()) {
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_init() {
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super._init();
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uShake = this.get_uniform_location('uShake');
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this._uTwirl = this.get_uniform_location('uTwirl');
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@@ -161,7 +160,6 @@ if (utils.isInShellProcess()) {
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
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this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
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@@ -183,7 +181,6 @@ if (utils.isInShellProcess()) {
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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uniform bool uForOpening;
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uniform vec2 uSeed;
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uniform float uShake;
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uniform float uTwirl;
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@@ -167,7 +167,6 @@ if (utils.isInShellProcess()) {
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shardData.width, shardData.height, shardData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uShardTexture = this.get_uniform_location('uShardTexture');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uEpicenter = this.get_uniform_location('uEpicenter');
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@@ -198,7 +197,6 @@ if (utils.isInShellProcess()) {
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uEpicenter, 2, [epicenterX, epicenterY]);
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this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
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@@ -220,7 +218,6 @@ if (utils.isInShellProcess()) {
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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uniform bool uForOpening;
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uniform sampler2D uShardTexture;
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uniform vec2 uSeed;
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uniform vec2 uEpicenter;
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+4
-7
@@ -140,9 +140,8 @@ if (utils.isInShellProcess()) {
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_init() {
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super._init();
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uColor = this.get_uniform_location('uColor');
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this._uScale = this.get_uniform_location('uScale');
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this._uColor = this.get_uniform_location('uColor');
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this._uScale = this.get_uniform_location('uScale');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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@@ -151,9 +150,8 @@ if (utils.isInShellProcess()) {
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const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-a-scale')]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-a-scale')]);
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// clang-format on
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}
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@@ -172,7 +170,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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uniform bool uForOpening;
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uniform vec3 uColor;
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uniform float uScale;
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+4
-7
@@ -140,9 +140,8 @@ if (utils.isInShellProcess()) {
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_init() {
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super._init();
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uColor = this.get_uniform_location('uColor');
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this._uScale = this.get_uniform_location('uScale');
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this._uColor = this.get_uniform_location('uColor');
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this._uScale = this.get_uniform_location('uScale');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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@@ -151,9 +150,8 @@ if (utils.isInShellProcess()) {
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const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-b-scale')]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-b-scale')]);
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// clang-format on
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}
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@@ -172,7 +170,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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uniform bool uForOpening;
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uniform vec3 uColor;
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uniform float uScale;
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@@ -259,7 +259,6 @@ if (utils.isInShellProcess()) {
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this.get_uniform_location('uGradient5'),
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];
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._u3DNoise = this.get_uniform_location('u3DNoise');
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this._uScale = this.get_uniform_location('uScale');
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this._uMovementSpeed = this.get_uniform_location('uMovementSpeed');
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@@ -277,7 +276,6 @@ if (utils.isInShellProcess()) {
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}
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]);
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this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
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@@ -301,7 +299,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.edgeMask()}
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${shaderSnippets.compositing()}
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uniform bool uForOpening;
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uniform bool u3DNoise;
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uniform float uScale;
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uniform float uMovementSpeed;
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@@ -144,7 +144,6 @@ if (utils.isInShellProcess()) {
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_init() {
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super._init();
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uAdditiveBlending = this.get_uniform_location('uAdditiveBlending');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uScale = this.get_uniform_location('uScale');
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@@ -166,7 +165,6 @@ if (utils.isInShellProcess()) {
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]);
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@@ -193,7 +191,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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uniform bool uForOpening;
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uniform bool uAdditiveBlending;
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uniform vec2 uSeed;
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uniform float uScale;
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@@ -163,7 +163,6 @@ if (utils.isInShellProcess()) {
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fontData.width, fontData.height, fontData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uFontTexture = this.get_uniform_location('uFontTexture');
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this._uTrailColor = this.get_uniform_location('uTrailColor');
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this._uTipColor = this.get_uniform_location('uTipColor');
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@@ -179,7 +178,6 @@ if (utils.isInShellProcess()) {
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const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
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this.set_uniform_float(this._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
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this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]);
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@@ -206,7 +204,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.edgeMask()}
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${shaderSnippets.compositing()}
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uniform bool uForOpening;
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uniform sampler2D uFontTexture;
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uniform vec3 uTrailColor;
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uniform vec3 uTipColor;
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@@ -159,7 +159,6 @@ if (utils.isInShellProcess()) {
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dustData.width, dustData.height, dustData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uDustTexture = this.get_uniform_location('uDustTexture');
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this._uDustColor = this.get_uniform_location('uDustColor');
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this._uSeed = this.get_uniform_location('uSeed');
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@@ -176,10 +175,9 @@ if (utils.isInShellProcess()) {
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]);
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this.set_uniform_float(this._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]);
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// clang-format on
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}
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@@ -198,7 +196,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.math2D()}
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uniform bool uForOpening;
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uniform sampler2D uDustTexture;
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uniform vec4 uDustColor;
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uniform vec2 uSeed;
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@@ -156,7 +156,6 @@ if (utils.isInShellProcess()) {
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clawData.width, clawData.height, clawData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uClawTexture = this.get_uniform_location('uClawTexture');
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this._uFlashColor = this.get_uniform_location('uFlashColor');
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this._uSeed = this.get_uniform_location('uSeed');
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@@ -174,7 +173,6 @@ if (utils.isInShellProcess()) {
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
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@@ -199,7 +197,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.compositing()}
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// See assets/README.md for how this texture was created.
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uniform bool uForOpening;
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uniform sampler2D uClawTexture;
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uniform vec4 uFlashColor;
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uniform vec2 uSeed;
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+2
-8
@@ -141,19 +141,14 @@ if (utils.isInShellProcess()) {
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_init() {
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super._init();
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uColor = this.get_uniform_location('uColor');
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this._uColor = this.get_uniform_location('uColor');
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}
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// This is called each time the effect 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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setUniforms(actor, settings, forOpening) {
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const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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// clang-format on
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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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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@@ -169,7 +164,6 @@ if (utils.isInShellProcess()) {
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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uniform bool uForOpening;
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uniform vec3 uColor;
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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+6
-9
@@ -141,10 +141,9 @@ if (utils.isInShellProcess()) {
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_init() {
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super._init();
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uColor = this.get_uniform_location('uColor');
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this._uScale = this.get_uniform_location('uScale');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uColor = this.get_uniform_location('uColor');
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this._uScale = this.get_uniform_location('uScale');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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@@ -156,10 +155,9 @@ if (utils.isInShellProcess()) {
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]);
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// clang-format on
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}
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@@ -179,7 +177,6 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.edgeMask()}
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${shaderSnippets.compositing()}
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uniform bool uForOpening;
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uniform vec2 uSeed;
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uniform vec3 uColor;
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uniform float uScale;
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@@ -18,12 +18,14 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// These should be included in every shader.
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// uForOpening: True if a window-open animation is ongoing, false otherwise.
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// uTexture: Contains the texture of the window.
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// uProgress: A value which transitions from 0 to 1 during the entire animation.
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// uTime: A steadily increasing value in seconds.
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// uSize: The size of uTexture in pixels.
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function standardUniforms() {
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return `
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uTime;
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