🚚 Move fire shader to its own file

This commit is contained in:
Simon Schneegans
2021-12-22 05:40:42 +01:00
parent e32b11a010
commit 3149371a04
5 changed files with 212 additions and 141 deletions
+101
View File
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const {Clutter, GObject} = imports.gi;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const shaderSnippets = Me.imports.src.extension.shaderSnippets;
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
class FireShader extends Clutter.ShaderEffect {
_init(settings) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the gradient values from the settings. We directly inject the values in the
// GLSL code below. The shader is compiled once for each window-closing anyways. In
// the future, we my want to prevent this frequent recompilations of shaders,
// though.
const gradient = [];
for (let i = 1; i <= 5; i++) {
const color = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
color.blue / 255}, ${color.alpha / 255})`);
}
this.set_shader_source(`
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.effectMask()}
// These may be configurable in the future.
const float EDGE_FADE = 70;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.2;
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
const vec4 colors[5] = vec4[](
${gradient[0]},
${gradient[1]},
${gradient[2]},
${gradient[3]},
${gradient[4]}
);
if (v < steps[0]) {
return colors[0];
}
for (int i=0; i<4; ++i) {
if (v <= steps[i+1]) {
return mix(colors[i], colors[i+1], vec4(v -
steps[i])/(steps[i+1]-steps[i]));
}
}
return colors[4];
}
void main(void) {
// Get a noise value.
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
uv.y += uTime * FIRE_SPEED;
float noise = perlinNoise(uv, 10.0, 5, 0.5);
// Modulate noise by mask.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
noise *= effectMask.y;
// Map noise value to color.
vec4 fire = getFireColor(noise);
fire.rgb *= fire.a;
// Get window texture.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
// Add fire.
cogl_color_out += fire;
}
`);
};
});