🔧 Fix memory leaks of more effects
This commit is contained in:
+11
-10
@@ -33,16 +33,17 @@ const utils = Me.imports.src.utils;
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// New effects must be registered here and in prefs.js.
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const ALL_EFFECTS = [
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// Me.imports.src.Apparition.Apparition,
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// Me.imports.src.BrokenGlass.BrokenGlass,
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// Me.imports.src.EnergizeA.EnergizeA,
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// Me.imports.src.EnergizeB.EnergizeB,
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Me.imports.src.Fire.Fire, Me.imports.src.Hexagon.Hexagon,
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// Me.imports.src.Matrix.Matrix,
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// Me.imports.src.SnapOfDisintegration.SnapOfDisintegration,
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// Me.imports.src.TRexAttack.TRexAttack,
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// Me.imports.src.TVEffect.TVEffect,
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// Me.imports.src.Wisps.Wisps,
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Me.imports.src.Apparition.Apparition,
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Me.imports.src.BrokenGlass.BrokenGlass,
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Me.imports.src.EnergizeA.EnergizeA,
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Me.imports.src.EnergizeB.EnergizeB,
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Me.imports.src.Fire.Fire,
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Me.imports.src.Hexagon.Hexagon,
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Me.imports.src.Matrix.Matrix,
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Me.imports.src.SnapOfDisintegration.SnapOfDisintegration,
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Me.imports.src.TRexAttack.TRexAttack,
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Me.imports.src.TVEffect.TVEffect,
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Me.imports.src.Wisps.Wisps,
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];
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//////////////////////////////////////////////////////////////////////////////////////////
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@@ -32,16 +32,17 @@ const utils = Me.imports.src.utils;
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// New effects must be registered here and in extension.js.
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const ALL_EFFECTS = [
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// Me.imports.src.Apparition.Apparition,
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// Me.imports.src.BrokenGlass.BrokenGlass,
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// Me.imports.src.EnergizeA.EnergizeA,
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// Me.imports.src.EnergizeB.EnergizeB,
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Me.imports.src.Fire.Fire, Me.imports.src.Hexagon.Hexagon,
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// Me.imports.src.Matrix.Matrix,
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// Me.imports.src.SnapOfDisintegration.SnapOfDisintegration,
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// Me.imports.src.TRexAttack.TRexAttack,
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// Me.imports.src.TVEffect.TVEffect,
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// Me.imports.src.Wisps.Wisps,
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Me.imports.src.Apparition.Apparition,
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Me.imports.src.BrokenGlass.BrokenGlass,
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Me.imports.src.EnergizeA.EnergizeA,
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Me.imports.src.EnergizeB.EnergizeB,
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Me.imports.src.Fire.Fire,
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Me.imports.src.Hexagon.Hexagon,
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Me.imports.src.Matrix.Matrix,
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Me.imports.src.SnapOfDisintegration.SnapOfDisintegration,
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Me.imports.src.TRexAttack.TRexAttack,
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Me.imports.src.TVEffect.TVEffect,
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Me.imports.src.Wisps.Wisps,
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];
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// This template widget class is defined at the bottom of this file.
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+107
-62
@@ -25,8 +25,13 @@ const utils = Me.imports.src.utils;
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// This effect looks a bit like the transporter effect from TOS. //
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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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let Shader = null;
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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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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@@ -75,9 +80,21 @@ var EnergizeA = class EnergizeA {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(actor, settings, forOpening) {
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return new Shader(settings, forOpening);
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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@@ -97,6 +114,12 @@ var EnergizeA = class EnergizeA {
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'scale-y': {from: 1.0, to: 1.0, mode: 3}
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};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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freeShaders = [];
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}
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}
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@@ -108,79 +131,100 @@ var EnergizeA = class EnergizeA {
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const {Clutter, Shell} = imports.gi;
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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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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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// store all required uniform locations.
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_init() {
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super._init();
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const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
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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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}
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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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('energize-a-color'))[1];
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this.set_shader_source(`
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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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// clang-format on
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}
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.6;
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const float HEART_FADE_TIME = 0.3;
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const float EDGE_FADE_WIDTH = 50;
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// This is called by the constructor. This is means it's only called when the effect
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// is used for the first time.
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vfunc_build_pipeline() {
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const declarations = `
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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// This method returns two values:
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// result.x: A mask for the particles.
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// result.y: The opacity of the fading window.
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vec2 getMasks() {
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float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
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float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
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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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// Compute mask for the "atom" particles.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
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float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
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atomMask *= fadeInProgress;
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atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.6;
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const float HEART_FADE_TIME = 0.3;
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const float EDGE_FADE_WIDTH = 50;
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// Fade-out the masks at the window edges.
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float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
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atomMask *= edgeFade;
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// This method returns two values:
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// result.x: A mask for the particles.
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// result.y: The opacity of the fading window.
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vec2 getMasks() {
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float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
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float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
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float heartMask = getRelativeEdgeMask(0.5);
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heartMask = 3.0 * pow(heartMask, 5);
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heartMask *= fadeOutProgress;
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heartMask *= 1.0 - heartProgress;
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atomMask = clamp(heartMask+atomMask, 0, 1);
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// Compute mask for the "atom" particles.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
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float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
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atomMask *= fadeInProgress;
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atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
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// Compute fading window opacity.
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float windowMask = pow(1.0 - fadeOutProgress, 2.0);
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// Fade-out the masks at the window edges.
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float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
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atomMask *= edgeFade;
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#if ${forOpening ? '1' : '0'}
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windowMask = 1.0 - windowMask;
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#endif
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float heartMask = getRelativeEdgeMask(0.5);
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heartMask = 3.0 * pow(heartMask, 5);
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heartMask *= fadeOutProgress;
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heartMask *= 1.0 - heartProgress;
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atomMask = clamp(heartMask+atomMask, 0, 1);
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return vec2(atomMask, windowMask);
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}
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// Compute fading window opacity.
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float windowMask = pow(1.0 - fadeOutProgress, 2.0);
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void main() {
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if (uForOpening) {
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windowMask = 1.0 - windowMask;
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}
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return vec2(atomMask, windowMask);
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}
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`;
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const code = `
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vec2 masks = getMasks();
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec3 effectColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255});
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// Dissolve window to effect color / transparency.
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cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y;
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cogl_color_out = mix(vec4(uColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y;
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vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress);
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scaledUV /= ${settings.get_double('energize-a-scale')};
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scaledUV /= uScale;
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// Add molecule particles.
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vec2 uv = scaledUV + vec2(0, 0.1*uTime);
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@@ -194,15 +238,16 @@ if (utils.isInShellProcess()) {
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particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2);
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}
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cogl_color_out.rgb += effectColor * particles * masks.x;
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cogl_color_out.rgb += uColor * particles * masks.x;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(masks, 0.0, 1.0);
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// cogl_color_out = vec4(vec3(masks.x), 1.0);
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// cogl_color_out = vec4(vec3(masks.y), 1.0);
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// cogl_color_out = vec4(vec3(particles), 1.0);
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}
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`);
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};
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`;
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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}
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});
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}
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+124
-80
@@ -25,8 +25,13 @@ const utils = Me.imports.src.utils;
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// This effect looks a bit like the transporter effect from TNG. //
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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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let Shader = null;
|
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// The shader class for this effect is registered further down in this file. When this
|
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// effect is used for the first time, an instance of this shader class is created. Once
|
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// the effect is finished, the shader will be stored in the freeShaders array and will
|
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
|
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// this effect is used.
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let ShaderClass = null;
|
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let freeShaders = [];
|
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|
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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
|
||||
@@ -75,9 +80,21 @@ var EnergizeB = class EnergizeB {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(actor, settings, forOpening) {
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return new Shader(settings, forOpening);
|
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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@@ -97,6 +114,12 @@ var EnergizeB = class EnergizeB {
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'scale-y': {from: 1.0, to: 1.0, mode: 3}
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};
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}
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// This is called from extension.js if the extension is disabled. This should free all
|
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// static resources.
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static cleanUp() {
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freeShaders = [];
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}
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}
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@@ -108,112 +131,132 @@ var EnergizeB = class EnergizeB {
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const {Clutter, Shell} = imports.gi;
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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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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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// store all required uniform locations.
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_init() {
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super._init();
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const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
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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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}
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// If we are currently performing integration test, the animation uses a fixed seed.
|
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const testMode = settings.get_boolean('test-mode');
|
||||
// This is called each time the effect is used. This can be used to retrieve the
|
||||
// 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('energize-b-color'))[1];
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this.set_shader_source(`
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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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// clang-format on
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}
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// Inject some common shader snippets.
|
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${shaderSnippets.standardUniforms()}
|
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${shaderSnippets.noise()}
|
||||
${shaderSnippets.edgeMask()}
|
||||
// This is called by extension.js when the shader is not used anymore. We will store
|
||||
// this instance of the shader so that it can be re-used in th future.
|
||||
free() {
|
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freeShaders.push(this);
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}
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float SHOWER_TIME = 0.3;
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const float SHOWER_WIDTH = 0.3;
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const float STREAK_TIME = 0.6;
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const float EDGE_FADE = 50;
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const float SCALE = ${settings.get_double('energize-b-scale')};
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// This is called by the constructor. This is means it's only called when the effect
|
||||
// is used for the first time.
|
||||
vfunc_build_pipeline() {
|
||||
const declarations = `
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
${shaderSnippets.noise()}
|
||||
${shaderSnippets.edgeMask()}
|
||||
|
||||
// This method returns four values:
|
||||
// result.x: A mask for the particles which lead the shower.
|
||||
// result.y: A mask for the streaks which follow the shower particles.
|
||||
// result.z: A mask for the final "atom" particles.
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||||
// result.w: The opacity of the fading window.
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||||
vec4 getMasks() {
|
||||
float showerProgress = uProgress/SHOWER_TIME;
|
||||
float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
|
||||
float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
|
||||
uniform bool uForOpening;
|
||||
uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
// Gradient from top to bottom.
|
||||
float t = cogl_tex_coord_in[0].t;
|
||||
const float SHOWER_TIME = 0.3;
|
||||
const float SHOWER_WIDTH = 0.3;
|
||||
const float STREAK_TIME = 0.6;
|
||||
const float EDGE_FADE = 50;
|
||||
|
||||
// A smooth gradient which moves to the bottom within the showerProgress.
|
||||
float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
|
||||
// This method returns four values:
|
||||
// result.x: A mask for the particles which lead the shower.
|
||||
// result.y: A mask for the streaks which follow the shower particles.
|
||||
// result.z: A mask for the final "atom" particles.
|
||||
// result.w: The opacity of the fading window.
|
||||
vec4 getMasks() {
|
||||
float showerProgress = uProgress/SHOWER_TIME;
|
||||
float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
|
||||
float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
|
||||
|
||||
// This is 1 above the streak mask.
|
||||
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
|
||||
// Gradient from top to bottom.
|
||||
float t = cogl_tex_coord_in[0].t;
|
||||
|
||||
// Compute mask for the "atom" particles.
|
||||
float atomMask = getRelativeEdgeMask(0.2);
|
||||
atomMask = max(0, atomMask - showerMask);
|
||||
atomMask *= streakMask;
|
||||
atomMask *= sqrt(1-fadeProgress*fadeProgress);
|
||||
// A smooth gradient which moves to the bottom within the showerProgress.
|
||||
float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
|
||||
|
||||
// Make some particles visible in the streaks.
|
||||
showerMask += 0.05 * streakMask;
|
||||
// This is 1 above the streak mask.
|
||||
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
|
||||
|
||||
// Add shower mask to streak mask.
|
||||
streakMask = max(streakMask, showerMask);
|
||||
// Compute mask for the "atom" particles.
|
||||
float atomMask = getRelativeEdgeMask(0.2);
|
||||
atomMask = max(0, atomMask - showerMask);
|
||||
atomMask *= streakMask;
|
||||
atomMask *= sqrt(1-fadeProgress*fadeProgress);
|
||||
|
||||
// Fade-out the masks at the window edges.
|
||||
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
|
||||
streakMask *= edgeFade;
|
||||
showerMask *= edgeFade;
|
||||
|
||||
// Fade-out the masks from top to bottom.
|
||||
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
|
||||
streakMask *= fade;
|
||||
showerMask *= fade;
|
||||
// Make some particles visible in the streaks.
|
||||
showerMask += 0.05 * streakMask;
|
||||
|
||||
// Compute fading window opacity.
|
||||
float windowMask = pow(1.0 - fadeProgress, 2.0);
|
||||
// Add shower mask to streak mask.
|
||||
streakMask = max(streakMask, showerMask);
|
||||
|
||||
#if ${forOpening ? '1' : '0'}
|
||||
windowMask = 1.0 - windowMask;
|
||||
#endif
|
||||
// Fade-out the masks at the window edges.
|
||||
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
|
||||
streakMask *= edgeFade;
|
||||
showerMask *= edgeFade;
|
||||
|
||||
// Fade-out the masks from top to bottom.
|
||||
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
|
||||
streakMask *= fade;
|
||||
showerMask *= fade;
|
||||
|
||||
return vec4(showerMask, streakMask, atomMask, windowMask);
|
||||
}
|
||||
// Compute fading window opacity.
|
||||
float windowMask = pow(1.0 - fadeProgress, 2.0);
|
||||
|
||||
void main() {
|
||||
|
||||
if (uForOpening) {
|
||||
windowMask = 1.0 - windowMask;
|
||||
}
|
||||
|
||||
return vec4(showerMask, streakMask, atomMask, windowMask);
|
||||
}
|
||||
`;
|
||||
|
||||
const code = `
|
||||
vec4 masks = getMasks();
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
vec3 effectColor = vec3(${color.red / 255},
|
||||
${color.green / 255},
|
||||
${color.blue / 255});
|
||||
|
||||
// Dissolve window to effect color / transparency.
|
||||
cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w;
|
||||
cogl_color_out = mix(vec4(uColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w;
|
||||
|
||||
// Add leading shower particles.
|
||||
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME);
|
||||
showerUV *= 0.02 * vec2(uSizeX, uSizeY) / SCALE;
|
||||
showerUV *= 0.02 * vec2(uSizeX, uSizeY) / uScale;
|
||||
float shower = pow(simplex2D(showerUV), 10.0);
|
||||
cogl_color_out.rgb += effectColor * shower * masks.x;
|
||||
cogl_color_out.rgb += uColor * shower * masks.x;
|
||||
|
||||
// Add trailing streak lines.
|
||||
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
|
||||
streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / SCALE;
|
||||
streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / uScale;
|
||||
float streaks = simplex2DFractal(streakUV) * 0.5;
|
||||
cogl_color_out.rgb += effectColor * streaks * masks.y;
|
||||
cogl_color_out.rgb += uColor * streaks * masks.y;
|
||||
|
||||
// Add glimmering atoms.
|
||||
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME);
|
||||
atomUV *= 0.2 * vec2(uSizeX, uSizeY) / SCALE;
|
||||
atomUV *= 0.2 * vec2(uSizeX, uSizeY) / uScale;
|
||||
float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
|
||||
cogl_color_out.rgb += effectColor * atoms * masks.z;
|
||||
cogl_color_out.rgb += uColor * atoms * masks.z;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(masks.rgb, 1.0);
|
||||
@@ -224,8 +267,9 @@ if (utils.isInShellProcess()) {
|
||||
// cogl_color_out = vec4(vec3(shower), 1.0);
|
||||
// cogl_color_out = vec4(vec3(streaks), 1.0);
|
||||
// cogl_color_out = vec4(vec3(atoms), 1.0);
|
||||
}
|
||||
`);
|
||||
};
|
||||
`;
|
||||
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -255,7 +255,7 @@ if (utils.isInShellProcess()) {
|
||||
coords = (coords + grow + shrink) / scale;
|
||||
|
||||
// Add some wind.
|
||||
coords.x = WIND_INTENSITY * coords.x * progress * (uForOpening ? 1.0 : -1.0);
|
||||
coords.x += WIND_INTENSITY * progress * (uForOpening ? 1.0 : -1.0);
|
||||
|
||||
// Now check wether there is actually something in the current dust layer at
|
||||
// the coords position.
|
||||
|
||||
+75
-29
@@ -27,8 +27,13 @@ const utils = Me.imports.src.utils;
|
||||
// the center. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The shader class for this effect is registered further down in this file.
|
||||
let Shader = null;
|
||||
// The shader class for this effect is registered further down in this file. When this
|
||||
// effect is used for the first time, an instance of this shader class is created. Once
|
||||
// the effect is finished, the shader will be stored in the freeShaders array and will
|
||||
// then be reused if a new shader is requested. ShaderClass which will be used whenever
|
||||
// this effect is used.
|
||||
let ShaderClass = null;
|
||||
let freeShaders = [];
|
||||
|
||||
// The effect class is completely static. It can be used to get some metadata (like the
|
||||
// effect's name or supported GNOME Shell versions), to initialize the respective page of
|
||||
@@ -76,9 +81,21 @@ var TVEffect = class TVEffect {
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// This is called from extension.js whenever a window is closed with this effect.
|
||||
static createShader(actor, settings, forOpening) {
|
||||
return new Shader(settings, forOpening);
|
||||
// This is called from extension.js whenever a window is opened or closed with this
|
||||
// effect. It returns an instance of the shader class, trying to reuse previously
|
||||
// created shaders.
|
||||
static getShader(actor, settings, forOpening) {
|
||||
let shader;
|
||||
|
||||
if (freeShaders.length == 0) {
|
||||
shader = new ShaderClass();
|
||||
} else {
|
||||
shader = freeShaders.pop();
|
||||
}
|
||||
|
||||
shader.setUniforms(actor, settings, forOpening);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
// The tweakTransition() is called from extension.js to tweak a window's open / close
|
||||
@@ -98,6 +115,12 @@ var TVEffect = class TVEffect {
|
||||
'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3}
|
||||
};
|
||||
}
|
||||
|
||||
// This is called from extension.js if the extension is disabled. This should free all
|
||||
// static resources.
|
||||
static cleanUp() {
|
||||
freeShaders = [];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -109,29 +132,55 @@ var TVEffect = class TVEffect {
|
||||
|
||||
if (utils.isInShellProcess()) {
|
||||
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
const {Clutter, Shell} = imports.gi;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
|
||||
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
|
||||
_init(settings, forOpening) {
|
||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||
ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
|
||||
// This is called when the effect is used for the first time. This can be used to
|
||||
// store all required uniform locations.
|
||||
_init() {
|
||||
super._init();
|
||||
|
||||
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
|
||||
this._uForOpening = this.get_uniform_location('uForOpening');
|
||||
this._uColor = this.get_uniform_location('uColor');
|
||||
}
|
||||
|
||||
this.set_shader_source(`
|
||||
// This is called each time the effect is used. This can be used to retrieve the
|
||||
// configuration from the settings and update all uniforms accordingly.
|
||||
setUniforms(actor, settings, forOpening) {
|
||||
const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
|
||||
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
// clang-format off
|
||||
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
|
||||
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
const float BLUR_WIDTH = 0.01; // Width of the gradients.
|
||||
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
|
||||
const float LR_TIME = 0.4; // Relative time for the left/right animation.
|
||||
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
|
||||
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
|
||||
// This is called by extension.js when the shader is not used anymore. We will store
|
||||
// this instance of the shader so that it can be re-used in th future.
|
||||
free() {
|
||||
freeShaders.push(this);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// This is called by the constructor. This is means it's only called when the effect
|
||||
// is used for the first time.
|
||||
vfunc_build_pipeline() {
|
||||
const declarations = `
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
|
||||
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
|
||||
uniform bool uForOpening;
|
||||
uniform vec3 uColor;
|
||||
|
||||
const float BLUR_WIDTH = 0.01; // Width of the gradients.
|
||||
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
|
||||
const float LR_TIME = 0.4; // Relative time for the left/right animation.
|
||||
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
|
||||
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
|
||||
`;
|
||||
|
||||
const code = `
|
||||
float progress = uForOpening ? 1.0-uProgress : uProgress;
|
||||
|
||||
// All of these are in [0..1] during the different stages of the animation.
|
||||
// tb refers to the top-bottom animation.
|
||||
@@ -158,11 +207,7 @@ if (utils.isInShellProcess()) {
|
||||
float mask = tbMask * lrMask * ffMask;
|
||||
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
vec4 effectColor = vec4(${color.red / 255},
|
||||
${color.green / 255},
|
||||
${color.blue / 255}, 1.0) * windowColor.a;
|
||||
|
||||
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress));
|
||||
windowColor.rgb = mix(windowColor.rgb, uColor * windowColor.a, smoothstep(0, 1, progress));
|
||||
|
||||
cogl_color_out = windowColor * mask;
|
||||
|
||||
@@ -171,8 +216,9 @@ if (utils.isInShellProcess()) {
|
||||
// cogl_color_out = vec4(vec3(lrMask), 1);
|
||||
// cogl_color_out = vec4(vec3(ffMask), 1);
|
||||
// cogl_color_out = vec4(vec3(mask), 1);
|
||||
}
|
||||
`);
|
||||
};
|
||||
`;
|
||||
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
|
||||
}
|
||||
});
|
||||
}
|
||||
+115
-64
@@ -26,8 +26,13 @@ const utils = Me.imports.src.utils;
|
||||
// fairies. It's implemented with several overlaid grids of randomly moving points. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The shader class for this effect is registered further down in this file.
|
||||
let Shader = null;
|
||||
// The shader class for this effect is registered further down in this file. When this
|
||||
// effect is used for the first time, an instance of this shader class is created. Once
|
||||
// the effect is finished, the shader will be stored in the freeShaders array and will
|
||||
// then be reused if a new shader is requested. ShaderClass which will be used whenever
|
||||
// this effect is used.
|
||||
let ShaderClass = null;
|
||||
let freeShaders = [];
|
||||
|
||||
// This will be called in various places where a unique identifier for this effect is
|
||||
// required. It should match the prefix of the settings keys which store whether the
|
||||
@@ -76,9 +81,21 @@ var Wisps = class Wisps {
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// This is called from extension.js whenever a window is closed with this effect.
|
||||
static createShader(actor, settings, forOpening) {
|
||||
return new Shader(settings, forOpening);
|
||||
// This is called from extension.js whenever a window is opened or closed with this
|
||||
// effect. It returns an instance of the shader class, trying to reuse previously
|
||||
// created shaders.
|
||||
static getShader(actor, settings, forOpening) {
|
||||
let shader;
|
||||
|
||||
if (freeShaders.length == 0) {
|
||||
shader = new ShaderClass();
|
||||
} else {
|
||||
shader = freeShaders.pop();
|
||||
}
|
||||
|
||||
shader.setUniforms(actor, settings, forOpening);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
// The tweakTransition() is called from extension.js to tweak a window's open / close
|
||||
@@ -98,6 +115,12 @@ var Wisps = class Wisps {
|
||||
'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
|
||||
};
|
||||
}
|
||||
|
||||
// This is called from extension.js if the extension is disabled. This should free all
|
||||
// static resources.
|
||||
static cleanUp() {
|
||||
freeShaders = [];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -109,88 +132,115 @@ var Wisps = class Wisps {
|
||||
|
||||
if (utils.isInShellProcess()) {
|
||||
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
const {Clutter, Shell} = imports.gi;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
|
||||
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
|
||||
_init(settings, forOpening) {
|
||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||
ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
|
||||
// This is called when the effect is used for the first time. This can be used to
|
||||
// store all required uniform locations.
|
||||
_init() {
|
||||
super._init();
|
||||
|
||||
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
|
||||
this._uForOpening = this.get_uniform_location('uForOpening');
|
||||
this._uSeed = this.get_uniform_location('uSeed');
|
||||
this._uColor = this.get_uniform_location('uColor');
|
||||
this._uScale = this.get_uniform_location('uScale');
|
||||
}
|
||||
|
||||
// This is called each time the effect is used. This can be used to retrieve the
|
||||
// configuration from the settings and update all uniforms accordingly.
|
||||
setUniforms(actor, settings, forOpening) {
|
||||
const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
|
||||
|
||||
// If we are currently performing integration test, the animation uses a fixed seed.
|
||||
const testMode = settings.get_boolean('test-mode');
|
||||
|
||||
this.set_shader_source(`
|
||||
// clang-format off
|
||||
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
|
||||
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
|
||||
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
|
||||
this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]);
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
${shaderSnippets.noise()}
|
||||
${shaderSnippets.edgeMask()}
|
||||
// This is called by extension.js when the shader is not used anymore. We will store
|
||||
// this instance of the shader so that it can be re-used in th future.
|
||||
free() {
|
||||
freeShaders.push(this);
|
||||
}
|
||||
|
||||
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
|
||||
${testMode ? 0 : Math.random()});
|
||||
const float WISPS_RADIUS = 20.0;
|
||||
const float WISPS_SPEED = 10.0;
|
||||
const float WISPS_SPACING = 40 + WISPS_RADIUS;
|
||||
const int WISPS_LAYERS = 8;
|
||||
const float WISPS_IN_TIME = 0.5;
|
||||
const float WINDOW_OUT_TIME = 1.0;
|
||||
// This is called by the constructor. This is means it's only called when the effect
|
||||
// is used for the first time.
|
||||
vfunc_build_pipeline() {
|
||||
const declarations = `
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
${shaderSnippets.noise()}
|
||||
${shaderSnippets.edgeMask()}
|
||||
|
||||
// Returns a grid of randomly moving points. Each grid cell contains one point which
|
||||
// moves on an ellipse.
|
||||
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
|
||||
uniform bool uForOpening;
|
||||
uniform vec2 uSeed;
|
||||
uniform vec3 uColor;
|
||||
uniform float uScale;
|
||||
|
||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
|
||||
const float WISPS_RADIUS = 20.0;
|
||||
const float WISPS_SPEED = 10.0;
|
||||
const float WISPS_SPACING = 40 + WISPS_RADIUS;
|
||||
const int WISPS_LAYERS = 8;
|
||||
const float WISPS_IN_TIME = 0.5;
|
||||
const float WINDOW_OUT_TIME = 1.0;
|
||||
|
||||
// Apply global scale.
|
||||
coords /= gridSize;
|
||||
// Returns a grid of randomly moving points. Each grid cell contains one point which
|
||||
// moves on an ellipse.
|
||||
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
|
||||
|
||||
// Get grid cell coordinates in [0..1].
|
||||
vec2 cellUV = mod(coords, vec2(1));
|
||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
|
||||
|
||||
// This is unique for each cell.
|
||||
vec2 cellID = coords-cellUV + vec2(362.456);
|
||||
// Apply global scale.
|
||||
coords /= gridSize;
|
||||
|
||||
// Add random rotation, scale and offset to each grid cell.
|
||||
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
|
||||
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
|
||||
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
|
||||
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
|
||||
// Get grid cell coordinates in [0..1].
|
||||
vec2 cellUV = mod(coords, vec2(1));
|
||||
|
||||
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
|
||||
offset *= 0.5 - 0.5 * radius / gridSize;
|
||||
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
|
||||
offset.x * sin(rotation) + offset.y * cos(rotation));
|
||||
// This is unique for each cell.
|
||||
vec2 cellID = coords-cellUV + vec2(362.456);
|
||||
|
||||
cellUV += offset;
|
||||
// Add random rotation, scale and offset to each grid cell.
|
||||
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
|
||||
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
|
||||
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
|
||||
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
|
||||
|
||||
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
|
||||
float dist = length(cellUV - 0.5) * gridSize / radius;
|
||||
if (dist < 1.0) {
|
||||
return min(10, 0.01 / pow(dist, 2.0));
|
||||
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
|
||||
offset *= 0.5 - 0.5 * radius / gridSize;
|
||||
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
|
||||
offset.x * sin(rotation) + offset.y * cos(rotation));
|
||||
|
||||
cellUV += offset;
|
||||
|
||||
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
|
||||
float dist = length(cellUV - 0.5) * gridSize / radius;
|
||||
if (dist < 1.0) {
|
||||
return min(10, 0.01 / pow(dist, 2.0));
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
`;
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
|
||||
const code = `
|
||||
float progress = uForOpening ? 1.0-uProgress : uProgress;
|
||||
|
||||
// Get the color of the window.
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
vec4 effectColor = vec4(${color.red / 255},
|
||||
${color.green / 255},
|
||||
${color.blue / 255}, 1.0) * windowColor.a;
|
||||
|
||||
// Compute several layers of moving wisps.
|
||||
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5;
|
||||
uv /= ${settings.get_double('wisps-scale')};
|
||||
uv /= uScale;
|
||||
float wisps = 0;
|
||||
for (int i=0; i<WISPS_LAYERS; ++i) {
|
||||
wisps += getWisps(uv*0.3, WISPS_SPACING, SEED * (i+1));
|
||||
wisps += getWisps(uv*0.3, WISPS_SPACING, uSeed * (i+1));
|
||||
}
|
||||
|
||||
// Compute shrinking edge mask.
|
||||
@@ -207,15 +257,16 @@ if (utils.isInShellProcess()) {
|
||||
cogl_color_out = windowColor * windowMask * mask;
|
||||
|
||||
// Add the wisps.
|
||||
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * effectColor * mask;
|
||||
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * vec4(uColor, 1.0) * mask * windowColor.a;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(windowMask), 1.0);
|
||||
// cogl_color_out = vec4(vec3(wisps), 1.0);
|
||||
// cogl_color_out = vec4(vec3(noise), 1.0);
|
||||
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
|
||||
}
|
||||
`);
|
||||
};
|
||||
`;
|
||||
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
|
||||
}
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user