♻️ Use unified shader names
This commit is contained in:
+4
-6
@@ -28,7 +28,7 @@ const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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// The shader class for this effect is registered further down in this file.
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let FireShader = null;
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let Shader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -99,7 +99,7 @@ var FireEffect = class FireEffect {
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// This is called from extension.js whenever a window is closed with this effect.
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(settings) {
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static createShader(settings) {
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return new FireShader(settings);
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return new Shader(settings);
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}
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}
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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@@ -116,8 +116,7 @@ var FireEffect = class FireEffect {
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}
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}
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};
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};
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// If there's a transition in progress, we re-target these transitions so that the
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// We re-target these transitions so that the window is neither scaled nor faded.
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// window is neither scaled nor faded.
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tweakTransition('opacity', 255);
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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tweakTransition('scale-y', 1);
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@@ -225,8 +224,7 @@ if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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class FireShader extends Clutter.ShaderEffect {
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_init(settings) {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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+5
-8
@@ -20,7 +20,7 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The MatrixShader multiplies a grid of random letters with some gradients which are //
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// The Matrix shader multiplies a grid of random letters with some gradients which are //
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// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
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// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
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// Also, there is a random delay making the gradients not drop all at the same time. //
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// Also, there is a random delay making the gradients not drop all at the same time. //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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@@ -28,7 +28,7 @@ const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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// The shader class for this effect is registered further down in this file.
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let MatrixShader = null;
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let Shader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -83,7 +83,7 @@ var MatrixEffect = class MatrixEffect {
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// This is called from extension.js whenever a window is closed with this effect.
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(settings) {
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static createShader(settings) {
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return new MatrixShader(settings);
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return new Shader(settings);
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}
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}
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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@@ -100,8 +100,7 @@ var MatrixEffect = class MatrixEffect {
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}
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}
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};
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};
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// If there's a transition in progress, we re-target these transitions so that the
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// We re-target these transitions so that the window is neither scaled nor faded.
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// window is neither scaled nor faded.
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tweakTransition('opacity', 255);
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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tweakTransition('scale-y', 1);
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@@ -120,9 +119,7 @@ if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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class MatrixShader extends Clutter.ShaderEffect {
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_init(settings) {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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+3
-5
@@ -26,7 +26,7 @@ const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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// The shader class for this effect is registered further down in this file.
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let TRexShader = null;
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let Shader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -81,7 +81,7 @@ var TRexEffect = class TRexEffect {
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// This is called from extension.js whenever a window is closed with this effect.
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(settings) {
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static createShader(settings) {
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return new TRexShader(settings);
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return new Shader(settings);
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}
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}
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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@@ -119,9 +119,7 @@ if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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TRexShader = GObject.registerClass({Properties: {}, Signals: {}},
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class TRexShader extends Clutter.ShaderEffect {
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_init(settings) {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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+6
-7
@@ -20,13 +20,13 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The TVShader hides the actor by making it first transparent from top and //
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// This effect hides the actor by making it first transparent from top and bottom //
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// bottom towards the middle and then hiding the resulting line from left and right //
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// towards the middle and then hiding the resulting line from left and right towards //
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// towards the center. //
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// the center. //
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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// The shader class for this effect is registered further down in this file.
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let TVShader = null;
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let Shader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -78,7 +78,7 @@ var TVEffect = class TVEffect {
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// This is called from extension.js whenever a window is closed with this effect.
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(settings) {
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static createShader(settings) {
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return new TVShader(settings);
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return new Shader(settings);
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}
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}
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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@@ -114,8 +114,7 @@ if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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TVShader = GObject.registerClass({Properties: {}, Signals: {}},
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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class TVShader extends Clutter.ShaderEffect {
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_init(settings) {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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