🚚 Move fire shader to its own file
This commit is contained in:
@@ -30,7 +30,7 @@ burn-my-windows@schneegans.github.com.zip: schemas/gschemas.compiled resources/b
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@echo "Packing zip file..."
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@rm --force burn-my-windows@schneegans.github.com.zip
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@zip -r burn-my-windows@schneegans.github.com.zip -- *.js resources/burn-my-windows.gresource schemas/gschemas.compiled metadata.json LICENSE
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@zip -r burn-my-windows@schneegans.github.com.zip -- *.js src/*/*.js resources/burn-my-windows.gresource schemas/gschemas.compiled metadata.json LICENSE
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@#Check if the zip size is too big to be uploaded
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@if [[ "$$(stat -c %s burn-my-windows@schneegans.github.com.zip)" -gt 4096000 ]]; then \
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+8
-140
@@ -21,7 +21,8 @@ const WINDOW_REPOSITIONING_DELAY = imports.ui.workspace.WINDOW_REPOSITIONING_DEL
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.utils;
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const utils = Me.imports.src.common.utils;
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const FireShader = Me.imports.src.extension.FireShader.FireShader;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This extensions modifies the window-close animation to look like the window was set //
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@@ -125,149 +126,16 @@ class Extension {
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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// Instead, we add a cool fire shader to our window actor! The noise implementation
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// is from https://www.shadertoy.com/view/3tcBzH (CC-BY-NC-SA).
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const shader = new Clutter.ShaderEffect({
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shader_type: Clutter.ShaderType.FRAGMENT_SHADER,
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});
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// Load the gradient values from the settings. We directly inject the values in the
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// GLSL code below. The shader is compiled once for each window-closing anyways. In
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// the future, we my want to prevent this frequent recompilations of shaders,
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// though.
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const gradient = [];
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for (let i = 1; i <= 5; i++) {
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const color =
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Clutter.Color.from_string(this._settings.get_string('fire-color-' + i))[1];
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gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
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color.blue / 255}, ${color.alpha / 255})`);
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}
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shader.set_shader_source(`
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uniform sampler2D texture;
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uniform float progress;
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uniform float time;
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uniform int sizeX;
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uniform int sizeY;
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// These may be configurable in the future.
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const float EDGE_BLEND = 70;
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const float BURN_RANGE = 0.1;
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const float BURN_TIME = 0.2;
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const vec2 FIRE_SCALE = vec2(400, 600) * ${
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this._settings.get_double('flame-scale')};
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const float FIRE_SPEED = ${this._settings.get_double('flame-movement-speed')};
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float hermite(float t) {
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return t * t * (3.0 - 2.0 * t);
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}
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float noiseImpl(vec2 co, float frequency) {
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vec2 v = vec2(co.x * frequency, co.y * frequency);
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float ix1 = floor(v.x);
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float iy1 = floor(v.y);
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float ix2 = floor(v.x + 1.0);
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float iy2 = floor(v.y + 1.0);
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float fx = hermite(fract(v.x));
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float fy = hermite(fract(v.y));
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float fade1 = mix(rand(vec2(ix1, iy1)), rand(vec2(ix2, iy1)), fx);
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float fade2 = mix(rand(vec2(ix1, iy2)), rand(vec2(ix2, iy2)), fx);
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return mix(fade1, fade2, fy);
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}
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float pNoise(vec2 co, float freq, int steps, float persistence) {
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float value = 0.0;
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float ampl = 1.0;
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float sum = 0.0;
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for(int i=0 ; i<steps ; i++) {
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sum += ampl;
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value += noiseImpl(co, freq) * ampl;
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freq *= 2.0;
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ampl *= persistence;
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}
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return value / sum;
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}
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vec4 getFireColor(float v) {
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const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
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const vec4 colors[5] = vec4[](
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${gradient[0]},
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${gradient[1]},
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${gradient[2]},
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${gradient[3]},
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${gradient[4]}
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);
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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<4; ++i) {
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if (v <= steps[i+1]) {
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return mix(colors[i], colors[i+1], vec4(v - steps[i])/(steps[i+1]-steps[i]));
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}
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}
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return colors[4];
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}
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void main(void) {
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float burnProgress = clamp(progress/BURN_TIME, 0, 1);
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float afterBurnProgress = clamp((progress-BURN_TIME)/(1-BURN_TIME), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - BURN_RANGE);
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// Visible part of the window. Gradually dissolves towards the bottom.
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float alpha = 1 - clamp((burnProgress - t) / BURN_RANGE, 0, 1);
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// Get window texture.
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cogl_color_out = texture2D(texture, cogl_tex_coord_in[0].st) * alpha;
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// Gradient from top burning window.
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float mask = clamp(t*(1-alpha)/burnProgress, 0, 1);
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// Fade-out when the window burned down.
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if (progress > BURN_TIME) {
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mask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2);
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}
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(sizeX, sizeY);
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mask *= clamp(pos.x / EDGE_BLEND, 0, 1);
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mask *= clamp(pos.y / EDGE_BLEND, 0, 1);
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mask *= clamp((sizeX - pos.x) / EDGE_BLEND, 0, 1);
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mask *= clamp((sizeY - pos.y) / EDGE_BLEND, 0, 1);
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vec2 firePos = pos / FIRE_SCALE;
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firePos.y += time * FIRE_SPEED;
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float noise = pNoise(firePos, 10.0, 5, 0.5);
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// Modulate noise by mask and map to color.
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vec4 color = getFireColor(noise*mask);
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color.rgb *= color.a;
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// cogl_color_out = vec4(mask);
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cogl_color_out += color;
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}
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`);
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// Instead, we add a cool shader to our window actor!
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const shader = new FireShader(this._settings);
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actor.add_effect(shader);
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// Update uniforms at each frame.
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transition.connect('new-frame', (t) => {
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shader.set_uniform_value('progress', t.get_progress());
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shader.set_uniform_value('time', 0.001 * t.get_elapsed_time());
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shader.set_uniform_value('sizeX', actor.width);
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shader.set_uniform_value('sizeY', actor.height);
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shader.set_uniform_value('uProgress', t.get_progress());
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shader.set_uniform_value('uTime', 0.001 * t.get_elapsed_time());
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shader.set_uniform_value('uSizeX', actor.width);
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shader.set_uniform_value('uSizeY', actor.height);
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});
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});
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}
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@@ -0,0 +1,101 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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const {Clutter, GObject} = imports.gi;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const shaderSnippets = Me.imports.src.extension.shaderSnippets;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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class FireShader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the gradient values from the settings. We directly inject the values in the
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// GLSL code below. The shader is compiled once for each window-closing anyways. In
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// the future, we my want to prevent this frequent recompilations of shaders,
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// though.
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const gradient = [];
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for (let i = 1; i <= 5; i++) {
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const color = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
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gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
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color.blue / 255}, ${color.alpha / 255})`);
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}
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this.set_shader_source(`
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.effectMask()}
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// These may be configurable in the future.
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const float EDGE_FADE = 70;
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const float FADE_WIDTH = 0.1;
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const float HIDE_TIME = 0.2;
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const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
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const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
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vec4 getFireColor(float v) {
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const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
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const vec4 colors[5] = vec4[](
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${gradient[0]},
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${gradient[1]},
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${gradient[2]},
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${gradient[3]},
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${gradient[4]}
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);
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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<4; ++i) {
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if (v <= steps[i+1]) {
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return mix(colors[i], colors[i+1], vec4(v -
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steps[i])/(steps[i+1]-steps[i]));
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}
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}
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return colors[4];
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}
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void main(void) {
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// Get a noise value.
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
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uv.y += uTime * FIRE_SPEED;
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float noise = perlinNoise(uv, 10.0, 5, 0.5);
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// Modulate noise by mask.
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vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
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noise *= effectMask.y;
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// Map noise value to color.
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vec4 fire = getFireColor(noise);
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fire.rgb *= fire.a;
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// Get window texture.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
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// Add fire.
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cogl_color_out += fire;
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}
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`);
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};
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});
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@@ -0,0 +1,102 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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function standardUniforms() {
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return `
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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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uniform int uSizeX;
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uniform int uSizeY;
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`;
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}
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// The noise implementation is from https://www.shadertoy.com/view/3tcBzH
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// (CC-BY-NC-SA).
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function noise() {
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return `
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float hermite(float t) {
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return t * t * (3.0 - 2.0 * t);
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}
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float noiseImpl(vec2 co, float frequency) {
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vec2 v = vec2(co.x * frequency, co.y * frequency);
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float ix1 = floor(v.x);
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float iy1 = floor(v.y);
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float ix2 = floor(v.x + 1.0);
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float iy2 = floor(v.y + 1.0);
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float fx = hermite(fract(v.x));
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float fy = hermite(fract(v.y));
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float fade1 = mix(rand(vec2(ix1, iy1)), rand(vec2(ix2, iy1)), fx);
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float fade2 = mix(rand(vec2(ix1, iy2)), rand(vec2(ix2, iy2)), fx);
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return mix(fade1, fade2, fy);
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}
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float perlinNoise(vec2 co, float freq, int steps, float persistence) {
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float value = 0.0;
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float ampl = 1.0;
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float sum = 0.0;
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for(int i=0 ; i<steps ; i++) {
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sum += ampl;
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value += noiseImpl(co, freq) * ampl;
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freq *= 2.0;
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ampl *= persistence;
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}
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return value / sum;
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}
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`;
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}
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function effectMask() {
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return `
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vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float burnProgress = clamp(uProgress/hideTime, 0, 1);
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float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
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// Visible part of the window. Gradually dissolves towards the bottom.
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float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
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// Gradient from top burning window.
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float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
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// Fade-out when the window burned down.
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if (uProgress > hideTime) {
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effectMask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2);
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}
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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effectMask *= clamp(pos.x / edgeFadeWidth, 0, 1);
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effectMask *= clamp(pos.y / edgeFadeWidth, 0, 1);
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effectMask *= clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1);
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effectMask *= clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1);
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return vec2(windowMask, effectMask);
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}
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`;
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}
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Reference in New Issue
Block a user