diff --git a/extension.js b/extension.js
index 172755c..69f91ce 100644
--- a/extension.js
+++ b/extension.js
@@ -29,6 +29,7 @@ const ALL_EFFECTS = [
Me.imports.src.FireEffect.FireEffect,
Me.imports.src.MatrixEffect.MatrixEffect,
Me.imports.src.TRexEffect.TRexEffect,
+ Me.imports.src.TOSTransporterEffect.TOSTransporterEffect,
Me.imports.src.TVEffect.TVEffect,
];
diff --git a/prefs.js b/prefs.js
index 7ab28f9..882a275 100644
--- a/prefs.js
+++ b/prefs.js
@@ -24,6 +24,7 @@ const ALL_EFFECTS = [
Me.imports.src.FireEffect.FireEffect,
Me.imports.src.MatrixEffect.MatrixEffect,
Me.imports.src.TRexEffect.TRexEffect,
+ Me.imports.src.TOSTransporterEffect.TOSTransporterEffect,
Me.imports.src.TVEffect.TVEffect,
];
diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml
index be346ba..7797aeb 100644
--- a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml
+++ b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml
@@ -179,6 +179,28 @@
Number of claw scratches drawn on top of each other.
+
+
+
+
+
+ false
+ TOS Transporter Close Effect
+ Use the TOS Transporter effect for window closing.
+
+
+
+ 5000
+ TOS Transporter Animation Time
+ The time the TOS Transporter effect takes.
+
+
+
+ "rgb(255, 200, 50)"
+ TOS Transporter Color
+ The color of the effect.
+
+
\ No newline at end of file
diff --git a/src/TOSTransporterEffect.js b/src/TOSTransporterEffect.js
new file mode 100644
index 0000000..e9f7a5e
--- /dev/null
+++ b/src/TOSTransporterEffect.js
@@ -0,0 +1,218 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+// Copyright (c) 2021 Simon Schneegans //
+// Released under the GPLv3 or later. See LICENSE file for details. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+'use strict';
+
+const GObject = imports.gi.GObject;
+
+const ExtensionUtils = imports.misc.extensionUtils;
+const Me = imports.misc.extensionUtils.getCurrentExtension();
+const utils = Me.imports.src.utils;
+
+//////////////////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The shader class for this effect is registered further down in this file.
+let Shader = null;
+
+// 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
+// the settings dialog, as well as to create the actual shader for the effect.
+var TOSTransporterEffect = class TOSTransporterEffect {
+
+ // ---------------------------------------------------------------------------- metadata
+
+ // The effect is available on all GNOME Shell versions supported by this extension.
+ static getMinShellVersion() {
+ return [3, 36];
+ }
+
+ // 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
+ // effect is enabled currently (e.g. the '*-close-effect').
+ static getNick() {
+ return 'tos-transporter';
+ }
+
+ // This will be shown in the sidebar of the preferences dialog as well as in the
+ // drop-down menus where the user can choose the effect.
+ static getLabel() {
+ return 'TOS Transporter Effect';
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog. It loads the settings page for this effect,
+ // binds all properties to the settings and appends the page to the main stack of the
+ // preferences dialog.
+ static initPreferences(dialog) {
+
+ // Add the settings page to the builder.
+ // dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/tvPage.ui`);
+
+ // Bind all properties.
+ // dialog.bindAdjustment('tv-animation-time');
+ // dialog.bindColorButton('tv-effect-color');
+
+ // Finally, append the settings page to the main stack.
+ // const stack = dialog.getBuilder().get_object('main-stack');
+ // stack.add_titled(
+ // dialog.getBuilder().get_object('tv-prefs'), TOSTransporterEffect.getNick(),
+ // TOSTransporterEffect.getLabel());
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // This is called from extension.js whenever a window is closed with this effect.
+ static createShader(settings) {
+ return new Shader(settings);
+ }
+
+ // This is also called from extension.js. It is used to tweak the ongoing transitions of
+ // the actor - usually windows are faded to transparency and scaled down slightly by
+ // GNOME Shell. Here, we modify this behavior as well as the transition duration.
+ static tweakTransitions(actor, settings) {
+ const animationTime = settings.get_int('tos-transporter-animation-time');
+
+ const tweakTransition = (property, value) => {
+ const transition = actor.get_transition(property);
+ if (transition) {
+ transition.set_to(value);
+ transition.set_duration(animationTime);
+ }
+ };
+
+ // We re-target these transitions so that the window is neither scaled nor faded.
+ tweakTransition('opacity', 255);
+ tweakTransition('scale-x', 1);
+ tweakTransition('scale-y', 1);
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// The shader class for this effect will only be registered in GNOME Shell's process //
+// (not in the preferences process). It's done this way as Clutter may not be installed //
+// on the system and therefore the preferences would crash. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+if (utils.isInShellProcess()) {
+
+ const Clutter = imports.gi.Clutter;
+ const shaderSnippets = Me.imports.src.shaderSnippets;
+
+ Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
+ _init(settings) {
+ super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
+
+ const color =
+ Clutter.Color.from_string(settings.get_string('tos-transporter-color'))[1];
+
+ this.set_shader_source(`
+
+ // Inject some common shader snippets.
+ ${shaderSnippets.standardUniforms()}
+ ${shaderSnippets.noise()}
+
+ const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
+ const float SPARK_RADIUS = 15.0;
+ const float SPARK_SPEED = 10.0;
+ const float SPARK_SPACING = 50 + SPARK_RADIUS;
+ const int SPARK_LAYERS = 15;
+
+ float getSparks(vec2 texCoords, float gridSize, vec2 seed) {
+
+ // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
+ vec2 coords = (texCoords + hash2D(seed)) * vec2(uSizeX, uSizeY);
+
+ // Apply global scale.
+ coords /= gridSize;
+
+ // Get grid cell coordinates in [0..1].
+ vec2 cellUV = mod(coords, vec2(1));
+
+ // This is unique for each cell.
+ vec2 cellID = coords-cellUV + vec2(362.456);
+
+ // Add random rotation, scale and offset to each grid cell.
+ float speed = mix(10.0, 15.0, hash(cellID*seed*134.451)) / gridSize * SPARK_SPEED;
+ float rotation = mix( 0.0, 6.283, hash(cellID*seed*54.4129));
+ float radius = mix( 0.5, 1.0, hash(cellID*seed*19.1249)) * SPARK_RADIUS;
+ float roundness = mix(-1.0, 1.0, hash(cellID*seed*7.51949));
+
+ vec2 offset = vec2(sin(speed * (uTime+10)) * roundness, cos(speed * (uTime+10)));
+ offset *= (0.5 - radius / gridSize);
+
+ offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
+ offset.x * sin(rotation) + offset.y * cos(rotation));
+
+ cellUV += offset;
+
+ float dist = length(cellUV - 0.5) * gridSize / radius;
+
+ if (dist < 1.0) {
+ return 5.0 * exp(-10.0 * dist);
+ return 0.05 / pow(dist, 2.0);
+ }
+
+ return 0;
+ }
+
+ void main() {
+
+ vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
+ vec4 effectColor = vec4(${color.red / 255},
+ ${color.green / 255},
+ ${color.blue / 255}, 1.0) * windowColor.a;
+
+ cogl_color_out = windowColor + effectColor;
+
+ vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / 20 + vec2(0, uTime);
+ float sparks = noise3D(vec3(uv, uTime*15.0), 5) * 0.25;
+
+ for (int i=0; i