diff --git a/README.md b/README.md
index f7e5ee9..acdb4cc 100644
--- a/README.md
+++ b/README.md
@@ -30,6 +30,7 @@ This extension is not only more useless than the cube, but it is also much more
| Effect | Preview |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- |
| **Apparition** This effect hides your windows by violently sucking them into the void of magic! | |
+| **Aura Glow** A radiant edge-lit animation | |
| **Broken Glass** Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! | |
| **Doom** Melt your windows. Inspired by the legendary screen transitions of the original Doom. | |
| **Energize A** Beam your windows away! | |
@@ -41,6 +42,7 @@ This extension is not only more useless than the cube, but it is also much more
| **Hexagon** With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | |
| **Incinerate** A less snappy but definitely more fancy take on the fire effect. | |
| **Matrix** Turn your windows into a shower of green letters! The color is actually configurable. | |
+| **Mushroom** Inspired by your favorite italian plumber! | |
| **Paint Brush** Paint or erase your windows with a thick paint brush. | |
| **Pixelate** Pixelate your windows and randomly hide pixels until the entire window is gone. | |
| **Pixel Wheel** This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | |
@@ -66,6 +68,7 @@ Below is a table which summarizes the current availability for all effects.
3.36
3.38
40+
5.25.0+
Apparition
✅
✅
+
Aura Glow
✅
✅
✅
✅
Broken Glass
✅
Doom
✅
✅
✅
Energize A
✅
✅
✅
✅
@@ -77,6 +80,7 @@ Below is a table which summarizes the current availability for all effects.
Hexagon
✅
✅
✅
✅
Incinerate
✅
✅
✅
✅
Matrix
✅
+
Mushroom
✅
✅
✅
✅
✅
Paint Brush
✅
Pixelate
✅
✅
✅
✅
Pixel Wheel
✅
✅
✅
✅
diff --git a/docs/pics/README.md b/docs/pics/README.md
index 3c7f422..173e81a 100644
--- a/docs/pics/README.md
+++ b/docs/pics/README.md
@@ -4,4 +4,11 @@ The preview GIFs are recorded with OBS Studio at 1920x1080, cut to a length of e
```bash
gifski --fps 30 -W 320 -H 180 -o effect.gif effect.mp4
-```
\ No newline at end of file
+```
+
+# gif Info
+GIF length: 2 second(s)
+GIF width/height: 320×180 pixels
+number of frames: 60
+number of colors: 256
+loop count: 0 (endless)
diff --git a/docs/pics/aura-glow.gif b/docs/pics/aura-glow.gif
new file mode 100644
index 0000000..35b578e
Binary files /dev/null and b/docs/pics/aura-glow.gif differ
diff --git a/docs/pics/mushroom.gif b/docs/pics/mushroom.gif
new file mode 100644
index 0000000..9007732
Binary files /dev/null and b/docs/pics/mushroom.gif differ
diff --git a/extension.js b/extension.js
index cdc3ef6..733b0d0 100644
--- a/extension.js
+++ b/extension.js
@@ -23,6 +23,7 @@ import {WindowPicker} from './src/WindowPicker.js';
import * as utils from './src/utils.js';
import Apparition from './src/effects/Apparition.js';
+import AuraGlow from './src/effects/AuraGlow.js';
import BrokenGlass from './src/effects/BrokenGlass.js';
import Doom from './src/effects/Doom.js';
import EnergizeA from './src/effects/EnergizeA.js';
@@ -44,7 +45,7 @@ import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
-
+import Mushroom from './src/effects/Mushroom.js';
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js';
@@ -71,14 +72,30 @@ export default class BurnMyWindows extends Extension {
// New effects must be registered here and in prefs.js.
this._ALL_EFFECTS = [
- new Apparition(), new BrokenGlass(), new Doom(),
- new EnergizeA(), new EnergizeB(), new Fire(),
- new Focus(), new Glide(), new Glitch(),
- new Hexagon(), new Incinerate(), new Matrix(),
- new PaintBrush(), new Pixelate(), new PixelWheel(),
- new PixelWipe(), new Portal(), new SnapOfDisintegration(),
- new TRexAttack(), new TVEffect(), new TVGlitch(),
+ new Apparition(),
+ new AuraGlow(),
+ new BrokenGlass(),
+ new Doom(),
+ new EnergizeA(),
+ new EnergizeB(),
+ new Fire(),
+ new Focus(),
+ new Glide(),
+ new Glitch(),
+ new Hexagon(),
+ new Incinerate(),
+ new Matrix(),
+ new PaintBrush(),
+ new Pixelate(),
+ new PixelWheel(),
+ new PixelWipe(),
+ new Portal(),
+ new SnapOfDisintegration(),
+ new TRexAttack(),
+ new TVEffect(),
+ new TVGlitch(),
new Wisps(),
+ new Mushroom(),
];
// Load all of our resources.
diff --git a/prefs.js b/prefs.js
index 04b2413..4196b3c 100644
--- a/prefs.js
+++ b/prefs.js
@@ -24,6 +24,7 @@ import * as utils from './src/utils.js';
import {ProfileManager} from './src/ProfileManager.js';
import Apparition from './src/effects/Apparition.js';
+import AuraGlow from './src/effects/AuraGlow.js';
import BrokenGlass from './src/effects/BrokenGlass.js';
import Doom from './src/effects/Doom.js';
import EnergizeA from './src/effects/EnergizeA.js';
@@ -35,6 +36,7 @@ import Glitch from './src/effects/Glitch.js';
import Hexagon from './src/effects/Hexagon.js';
import Incinerate from './src/effects/Incinerate.js';
import Matrix from './src/effects/Matrix.js';
+import Mushroom from './src/effects/Mushroom.js';
import PaintBrush from './src/effects/PaintBrush.js';
import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
@@ -71,10 +73,11 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
// New effects must be registered here and in extension.js.
this._ALL_EFFECTS = [
- Apparition, BrokenGlass, Doom, EnergizeA, EnergizeB, Fire,
- Focus, Glide, Glitch, Hexagon, Incinerate, Matrix,
- PaintBrush, Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration,
- TRexAttack, TVEffect, TVGlitch, Wisps,
+ Apparition, AuraGlow, BrokenGlass, Doom, EnergizeA,
+ EnergizeB, Fire, Focus, Glide, Glitch,
+ Hexagon, Incinerate, Matrix, Mushroom, PaintBrush,
+ Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration,
+ TRexAttack, TVEffect, TVGlitch, Wisps,
];
diff --git a/resources/shaders/aura-glow.frag b/resources/shaders/aura-glow.frag
new file mode 100644
index 0000000..0c96567
--- /dev/null
+++ b/resources/shaders/aura-glow.frag
@@ -0,0 +1,247 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+// The width of the fading effect is loaded from the settings.
+uniform float uColorSpeed;
+uniform bool uRandomColorOffset;
+uniform float uColorOffset;
+uniform float uColorSaturation;
+uniform float uFadeOut;
+uniform float uBlur;
+uniform vec2 uSeed;
+
+
+/*
+this controls the end shape
+-5.0 large Star
+-3.0 Star
+1.0 Dimond
+2.0 Circle
+3.0 Squircle
+5.0 Square
+*/
+uniform float uEdgeShape;
+
+//the size of the edge color
+uniform float uEdgeSize;
+
+//soft <--> hard
+uniform float uEdgeHardness;
+
+
+
+vec3 offsetHue(vec3 color, float hueOffset) {
+ // Convert RGB to HSV
+ float maxC = max(max(color.r, color.g), color.b);
+ float minC = min(min(color.r, color.g), color.b);
+ float delta = maxC - minC;
+
+ float hue = 0.0;
+ if (delta > 0.0) {
+ if (maxC == color.r) {
+ hue = mod((color.g - color.b) / delta, 6.0);
+ } else if (maxC == color.g) {
+ hue = (color.b - color.r) / delta + 2.0;
+ } else {
+ hue = (color.r - color.g) / delta + 4.0;
+ }
+ }
+ hue /= 6.0;
+
+ float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0;
+ float value = maxC;
+
+ // Offset the hue
+ hue = mod(hue + hueOffset, 1.0);
+
+ // Convert HSV back to RGB
+ float c = value * saturation;
+ float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0));
+ float m = value - c;
+
+ vec3 rgb;
+ if (hue < 1.0 / 6.0) {
+ rgb = vec3(c, x, 0.0);
+ } else if (hue < 2.0 / 6.0) {
+ rgb = vec3(x, c, 0.0);
+ } else if (hue < 3.0 / 6.0) {
+ rgb = vec3(0.0, c, x);
+ } else if (hue < 4.0 / 6.0) {
+ rgb = vec3(0.0, x, c);
+ } else if (hue < 5.0 / 6.0) {
+ rgb = vec3(x, 0.0, c);
+ } else {
+ rgb = vec3(c, 0.0, x);
+ }
+
+ return rgb + m;
+}
+
+// A simple blur function
+vec4 blur(vec2 uv, float radius, float samples) {
+ vec4 color = vec4(0.0);
+
+ const float tau = 6.28318530718;
+ const float directions = 15.0;
+
+ for (float d = 0.0; d < tau; d += tau / directions) {
+ for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
+ vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
+ color += getInputColor(uv + offset);
+ }
+ }
+
+ return color / samples / directions;
+}
+
+void main() {
+
+ // This gradually dissolves from [1..0] from the outside to the center. We
+ // switch the direction for opening and closing.
+ float progress = uForOpening ? uProgress : 1.0 - uProgress ;
+
+ //adjusting for Gnome
+ if (uPadding > 0.0)
+ {
+ progress = remap(
+ progress, 0.0, ((uSize.x + (uPadding*2.0)) / uSize.x)
+ ,0.0, 1.0
+ );
+ progress = clamp(progress,0.0,1.0);
+ }
+
+
+ // Get the color from the window texture.
+ vec4 oColor = getInputColor(iTexCoord.st);
+
+ // Calculate the aspect ratio of the render area
+ float aspect = uSize.x / uSize.y;
+
+ //standard uv
+ vec2 uv = iTexCoord.st;
+
+ // tuv is for when progress is near 0
+ vec2 tuv = uv;
+ tuv -= 0.5; // Shift UV coordinates to center (from [-0.5 to 0.5])
+ tuv.x *= aspect; // Scale x-coordinate to match aspect ratio
+ tuv += 0.5; // Shift UV coordinates back (from [0 to 1])
+
+ //mixing the UVs
+ uv = mix(tuv,uv,easeOutExpo(progress));
+
+ // this controls the shape
+ // -1.0 would be a diamond-ish
+ // 0.0 would be a rounded diamond
+ // 1.0 would be a circle
+ // 2.0 will be sqircle
+ // 1000.0 will be very square
+ float p = mix(uEdgeShape,1000.0,
+ easeInExpo(progress)
+ );
+
+ //this will be used later to make a mask
+ float m = mix(
+ 0.0,
+ 1.0,
+ clamp(
+ pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
+ )
+ );
+
+
+ //this calculates the edge of the effect
+ float edge = abs(m-progress) ;
+ float e = mix(0.0,uEdgeSize,1.0 - progress);
+ edge = remap(edge,0.0,e,0.0,1.0);
+ edge = clamp(edge,0.0,1.0);
+ edge = 1.0 - edge;
+
+ //this is the mask
+ float mask = (m > progress) ? 0.0 : 1.0 ;
+
+ //we need two of these
+ float mask0 = mix(mask,mask+edge,1.0 - uEdgeHardness);
+ float mask1 = mix(edge,edge*mask,uEdgeHardness);
+
+ //calculate color
+ vec3 color = cos(progress*uColorSpeed+uv.xyx+vec3(0,2,4)).xyz;
+ //coloroffset
+ float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset ;
+ color = offsetHue(color, colorOffset);
+ //clamp and saturate
+ color = clamp(color * uColorSaturation,vec3(0.0),vec3(1.0));
+
+ //save this for later
+ float oColorAlpha = oColor.a;
+
+ //blur-ify
+ if (uBlur > 0.0)
+ {
+ //used for blur later ...
+ //calculate this before saturating it
+ float b = (color.r + color.g + color.b)/3.0;
+
+
+ oColor = blur( iTexCoord.st, b * uBlur * mask1, 7.0);
+ }
+
+ //apply masks and colors
+ oColor.a *= mask0;
+
+ //i was doing this to try to adjust for light mode
+ // i don;t like the way these make the effect look
+ // ...maybe a toggle for it later
+ /*
+ float oColorPercent = (oColor.r + oColor.g + oColor.b)/3.0;
+ oColor.r = mix(oColor.r , 1.0 - oColor.r, mask1 * oColorPercent);
+ oColor.g = mix(oColor.g , 1.0 - oColor.g, mask1 * oColorPercent);
+ oColor.b = mix(oColor.b , 1.0 - oColor.b, mask1 * oColorPercent);
+ // --or
+ oColor.r = mix(oColor.r , 0.0, mask1 * oColorPercent);
+ oColor.g = mix(oColor.g , 0.0, mask1 * oColorPercent);
+ oColor.b = mix(oColor.b , 0.0, mask1 * oColorPercent);
+ */
+
+ oColor += mask1 * vec4(color.rgb,1.0);
+ oColor.a *= oColorAlpha;
+
+ //i want to fade out the last ~10% of the animation
+ float lastfade = remap(progress,0.0,uFadeOut,0.0,1.0);
+ lastfade = clamp(lastfade,0.0,1.0);
+ lastfade = easeInSine(lastfade);
+
+ //apply the lastfade
+ oColor.a *= lastfade;
+
+ setOutputColor(oColor);
+
+}
\ No newline at end of file
diff --git a/resources/shaders/common.glsl b/resources/shaders/common.glsl
index 73cf20c..69a1aad 100644
--- a/resources/shaders/common.glsl
+++ b/resources/shaders/common.glsl
@@ -202,6 +202,119 @@ float easeOutBack(float x, float e) {
return p * p * ((e + 1.0) * p + e) + 1.0;
}
+
+// https://easings.net/
+/*
+Easing functions define the rate of change of a parameter over time, commonly used in animations, UI transitions, and game development. They provide a way to make movements more natural or visually appealing rather than linear and mechanical. Popular categories of easing functions include:
+
+Linear: Constant speed from start to finish.
+Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts or stops.
+Cubic: Similar to quadratic but allows for even more nuanced transitions.
+Exponential: Drastic changes at the start or end, often used for dramatic effects.
+Bounce: Mimics a bouncing object with oscillations.
+Elastic: Simulates the behavior of a spring, with overshooting and oscillations.
+Below are text-based "graphs" of some easing functions, where the horizontal axis represents time and the vertical axis represents progress.
+*/
+
+
+// Quadratic Easing
+// Smooth acceleration and deceleration using quadratic (t^2) curves.
+
+float easeInOutQuad(float t) {
+ // Accelerates for the first half, decelerates for the second half.
+ return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t;
+}
+
+// Cubic Easing
+// Smoother transitions compared to quadratic easing using cubic (t^3) curves.
+
+float easeInCubic(float t) {
+ // Starts slow and accelerates as t increases.
+ return t * t * t;
+}
+
+float easeOutCubic(float t) {
+ // Starts fast and decelerates as t approaches 1.0.
+ float f = t - 1.0;
+ return f * f * f + 1.0;
+}
+
+float easeInOutCubic(float t) {
+ // Combines easeIn and easeOut cubic behavior for smooth transitions.
+ return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0;
+}
+
+// Quartic Easing
+// Even smoother transitions than cubic, using quartic (t^4) curves.
+
+float easeInQuart(float t) {
+ // Starts very slow and accelerates steeply.
+ return t * t * t * t;
+}
+
+float easeOutQuart(float t) {
+ // Starts steeply and slows down dramatically.
+ float f = t - 1.0;
+ return 1.0 - f * f * f * f;
+}
+
+float easeInOutQuart(float t) {
+ // Combines easeIn and easeOut quartic behavior for very smooth transitions.
+ return t < 0.5 ? 8.0 * t * t * t * t : 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0);
+}
+
+// Sine Easing
+// Smooth, wave-like acceleration and deceleration using sine curves.
+
+float easeInSine(float t) {
+ // Starts very slow, following a sine wave curve.
+ return 1.0 - cos((t * 3.141592653589793) / 2.0);
+}
+
+float easeOutSine(float t) {
+ // Starts fast and slows down following a sine wave curve.
+ return sin((t * 3.141592653589793) / 2.0);
+}
+
+float easeInOutSine(float t) {
+ // Smooth start and end, mimicking half a sine wave.
+ return -0.5 * (cos(3.141592653589793 * t) - 1.0);
+}
+
+// Exponential Easing
+// Sharp transitions with rapid acceleration and deceleration.
+
+float easeInExpo(float t) {
+ // Very slow start, accelerates exponentially.
+ return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0));
+}
+
+float easeOutExpo(float t) {
+ // Starts fast and slows down exponentially.
+ return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
+}
+
+float easeInOutExpo(float t) {
+ // Combines easeIn and easeOut exponential for sharp transitions.
+ if (t == 0.0) return 0.0;
+ if (t == 1.0) return 1.0;
+ return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0) : 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0);
+}
+
+// Back Easing
+// Creates an overshooting effect for more dynamic animations.
+
+float easeInOutBack(float t) {
+ // Uses constants to define the overshooting magnitude.
+ const float c1 = 1.70158;
+ const float c2 = c1 * 1.525;
+ return t < 0.5
+ ? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0
+ : (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0;
+}
+
+
+
// --------------------------------------------------------------------- edge mask helpers
// This method returns a mask which smoothly transitions towards zero when approaching
@@ -470,3 +583,53 @@ float simplex3DFractal(vec3 m) {
return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) +
0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m);
}
+
+
+// --------------------------------------------------------------------------------- remap
+
+
+/*
+These functions remap a given value from one range to another.
+The remap operation is particularly useful in shader programming
+to scale or normalize data, ensuring compatibility across various
+input ranges. Each version of the remap function supports a
+different data type:
+
+1. float: Remap a single scalar value.
+2. vec2: Remap a 2D vector.
+3. vec3: Remap a 3D vector.
+4. vec4: Remap a 4D vector.
+
+The general formula used is:
+ newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin)
+
+This ensures a linear transformation from the old range to the new range.
+*/
+
+// Remap for float
+// Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax].
+// This is useful for normalizing or scaling scalar values to fit within a desired range.
+float remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
+ return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
+}
+
+// Remap for vec2
+// Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin, newMax].
+// Each component of the vec2 is individually scaled and transformed.
+vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) {
+ return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
+}
+
+// Remap for vec3
+// Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin, newMax].
+// Each component of the vec3 is individually scaled and transformed.
+vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) {
+ return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
+}
+
+// Remap for vec4
+// Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin, newMax].
+// Each component of the vec4 is individually scaled and transformed.
+vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) {
+ return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
+}
diff --git a/resources/shaders/focus.frag b/resources/shaders/focus.frag
index 5082499..887987f 100644
--- a/resources/shaders/focus.frag
+++ b/resources/shaders/focus.frag
@@ -30,57 +30,69 @@
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
-
-// Ease-in-out cubic for alpha
-float easeInOutCubic(float x) {
- return x < 0.5 ? 4.0 * x * x * x : 1.0 - pow(-2.0 * x + 2.0, 3.0) / 2.0;
-}
-
-// Ease-in-out sine for blur
-float easeInOutSine(float x) {
- return -(cos(3.14159265 * x) - 1.0) / 2.0;
-}
-
// A simple blur function
vec4 blur(vec2 uv, float radius, float samples) {
+ // Initialize the color accumulator to zero.
vec4 color = vec4(0.0);
- const float tau = 6.28318530718;
+ // Define a constant for 2 * PI (tau), which represents a full circle in radians.
+ const float tau = 6.28318530718;
+
+ // Number of directions for sampling around the circle.
const float directions = 15.0;
+ // Outer loop iterates over multiple directions evenly spaced around a circle.
for (float d = 0.0; d < tau; d += tau / directions) {
+ // Inner loop samples along each direction, with decreasing intensity.
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
+ // Calculate the offset for this sample based on direction, radius, and step.
+ // The (1.0 - s) term ensures more sampling occurs closer to the center.
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
+
+ // Add the sampled color at the offset position to the accumulator.
color += getInputColor(uv + offset);
}
}
+ // Normalize the accumulated color by dividing by the total number of samples
+ // and directions to ensure the result is averaged.
return color / samples / directions;
}
+
// The width of the fading effect is loaded from the settings.
uniform float uBlurAmount;
uniform float uBlurQuality;
void main() {
+ // Calculate the progression value based on the animation direction.
+ // If opening, use uProgress as-is; if closing, invert the progression.
float progl = uForOpening ? uProgress : 1.0 - uProgress;
- float easedProgressBlur = easeInOutSine(progl); // Blur easing
- float easedProgressAlpha = easeInOutCubic(progl); // Alpha easing
+ // Apply easing functions to the progression value:
+ // - easedProgressBlur: Used for controlling the blur effect smoothly.
+ // - easedProgressAlpha: Used for controlling the alpha (opacity) transition.
+ float easedProgressBlur = easeInOutSine(progl); // Sine-based smooth easing for blur.
+ float easedProgressAlpha = easeInOutCubic(progl); // Cubic-based smooth easing for alpha.
- // Control blur amount using easedProgressBlur
+ // Calculate the blur amount by interpolating (mixing) between the maximum blur (uBlurAmount)
+ // and zero blur based on the eased progression value.
float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur);
- // Apply blur
- vec4 texColor = blur( iTexCoord.st, blurAmount, uBlurQuality);
+ // Apply the calculated blur effect to the texture at the current texture coordinates.
+ // The blur function uses the blur amount and quality (uBlurQuality) for sampling.
+ vec4 texColor = blur(iTexCoord.st, blurAmount, uBlurQuality);
- // Control alpha using easedProgressAlpha
+ // Calculate the alpha value for the transition using eased progress.
+ // This determines how transparent the final color will appear.
float alpha = easedProgressAlpha;
- // Set final color with alpha transition
+ // Apply the alpha transition to the final texture color.
+ // Multiply the texture's alpha channel by the computed alpha value.
texColor.a *= alpha;
+ // Output the final color with the applied blur and alpha transition.
setOutputColor(texColor);
-}
\ No newline at end of file
+}
diff --git a/resources/shaders/mushroom.frag b/resources/shaders/mushroom.frag
new file mode 100644
index 0000000..4b0ea15
--- /dev/null
+++ b/resources/shaders/mushroom.frag
@@ -0,0 +1,450 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+// The width of the fading effect is loaded from the settings.
+
+// use 8BitStyle or not
+uniform bool u8BitStyle;
+
+//these are for the 4 point stars (or sparks)
+uniform bool uEnable4PStars;
+uniform float u4PStars;
+uniform vec4 u4PSColor;
+uniform float u4PSRotation;
+
+//these are for the Rays
+uniform bool uEnableRays;
+uniform vec4 uRaysColor;
+
+//these are for the 5 pointed stars
+uniform bool uEnable5pStars;
+uniform float uRings;
+uniform float uRingRotation;
+uniform float uStarPerRing;
+// and the colors they change over time
+uniform vec4 uStarColor0;
+uniform vec4 uStarColor1;
+uniform vec4 uStarColor2;
+uniform vec4 uStarColor3;
+uniform vec4 uStarColor4;
+uniform vec4 uStarColor5;
+
+//helps to find the angle
+vec3 getPosByAngle(float angle)
+{
+ return vec3(cos(angle), sin(angle), 0);
+}
+
+
+float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
+{
+
+ float radiusMax = 1.0;
+ float radiusMin = radiusMax * radiusRatio;
+
+ float PI = 3.1415926;
+ float starangle = 2.0 * PI / npoints; // Angle between points on the star
+
+ // Offset rotation to ensure one point is always up when rotation = 0
+ rotation += PI / 2.0 - starangle / 1.0;
+
+ // Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
+ vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
+ vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
+
+ // Calculate the position of the current fragment relative to the star's center
+ vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
+ float curRadius = length(curPosuv); // Radius from center, no need to scale further
+ float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
+
+ // Determine the fractional position within the current star segment
+ float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
+ if (a >= 0.5)
+ a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
+
+ // Calculate the current point on the star segment, applying rotation
+ a = a * starangle; // Actual angle for this position on the segment
+ vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
+
+ // Calculate directions for edge detection using cross product
+ vec3 dir0 = p1 - p0; // Vector from outer to inner point
+ vec3 dir1 = curPos - p0; // Vector from outer point to current position
+
+ // Use cross product to determine if `curPos` is inside the star's edge
+ return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
+}
+
+
+float getStarWithFade(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
+{
+ float radiusMax = 1.0;
+ float radiusMin = radiusMax * radiusRatio;
+
+ float PI = 3.1415926;
+ float starangle = 2.0 * PI / npoints; // Angle between points on the star
+
+ // Offset rotation to ensure one point is always up when rotation = 0
+ rotation += PI / 2.0 - starangle / 1.0;
+
+ // Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
+ vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
+ vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
+
+ // Calculate the position of the current fragment relative to the star's center
+ vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
+ float curRadius = length(curPosuv); // Radius from center, no need to scale further
+ float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
+
+ // Determine the fractional position within the current star segment
+ float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
+ if (a >= 0.5)
+ a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
+
+ // Calculate the current point on the star segment, applying rotation
+ a = a * starangle; // Actual angle for this position on the segment
+ vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
+
+ // Calculate directions for edge detection using cross product
+ vec3 dir0 = p1 - p0; // Vector from outer to inner point
+ vec3 dir1 = curPos - p0; // Vector from outer point to current position
+
+ float crossZ = dir0.x * dir1.y - dir0.y * dir1.x;
+
+ float result = remap(
+ crossZ,
+ 0.0,0.03,//0.0275,
+ 0.0,1.0 //hardness [1.0,100]
+ );
+
+ //brightness
+ result = result * 7.0;
+ result = clamp(result,0.0,1.0);
+ result = easeInSine(result);
+
+ return result;
+}
+
+
+vec4 getStarColor(float v, float alpha) {
+ // Clamp v to ensure it's in [0.0, 1.0]
+ v = clamp(v, 0.0, 1.0);
+
+ // Define steps for color interpolation
+ float steps[6];
+ steps[0] = 0.0;
+ steps[1] = 0.1666;
+ steps[2] = 0.3332;
+ steps[3] = 0.4998;
+ steps[4] = 0.6664;
+ steps[5] = 0.8330;
+
+ // Define color values
+ vec4 colors[6];
+ colors[0] = uStarColor0;
+ colors[1] = uStarColor1;
+ colors[2] = uStarColor2;
+ colors[3] = uStarColor3;
+ colors[4] = uStarColor4;
+ colors[5] = uStarColor5;
+
+ // Assign alpha values
+ for (int i = 0; i < 6; ++i) {
+ colors[i].a = alpha * colors[i].a;
+ }
+
+ // Handle edge cases
+ if (v <= steps[0]) {
+ return colors[0];
+ }
+ if (v >= steps[5]) {
+ return colors[5];
+ }
+
+ // Find the correct interpolation segment
+ for (int i = 0; i < 5; ++i) {
+ if (v <= steps[i + 1]) {
+ float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
+ return mix(colors[i], colors[i + 1], t);
+ }
+ }
+
+ // Fallback (should never be reached)
+ return vec4(0.0, 0.0, 0.0, 1.0);
+}
+
+float zeroStartEnd(float t, float max_size, float power)
+{
+// 1| __________
+// | / \
+// | / \
+// | / \
+// |/ \
+// 0|0.................1
+/*
+graph above ... where t is close to 0, or 1 the result will fade to zero
+i.e. this is just the function of power(x,p) shifted
+where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
+*/
+
+ float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
+ s = clamp(s,0.0,1.0) * max_size;
+ return s;
+
+}
+
+//this gives us the jerky 8bit growth effect.
+float eightBitScale(float progress)
+{
+ float scale = 1.0;
+ if (progress <= 0.1)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.2)
+ {
+ scale = 0.5;
+ }
+ else if (progress <= 0.3)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.4)
+ {
+ scale = 0.5;
+ }
+ else if (progress <= 0.5)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.6)
+ {
+ scale = 0.5;
+ }
+ else if (progress <= 0.7)
+ {
+ scale = 1.0;
+ }
+ else if (progress <= 0.8)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.9)
+ {
+ scale = 0.5;
+ }
+ return scale;
+}
+
+//use to scale the window
+vec2 scaleUV(vec2 uv, vec2 scale)
+{
+ // Put texture coordinate origin to center of window.
+ uv = uv * 2.0 - 1.0;
+
+ //scale
+ uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale);
+
+ // scale from center
+ uv = uv * 0.5 + 0.5;
+
+ return uv;
+}
+
+
+
+vec4 get4pStars(vec2 starUV, float progress)
+{
+ //this will be the result to return
+ vec4 result = vec4(0.0);
+
+ vec2 h = vec2(0.0);
+ float y = 0.0;
+
+ for (float x = 0.0; x < u4PStars; ++x)
+ {
+ h = hash21(x);
+ y = mix( 0.0 - h.y , 1.0+(1.0-h.y) , (1.0 - progress));
+
+ float a4ps = getStarWithFade(
+ starUV,
+ vec2( sin(h.x * 6.28 ) * 0.66, y), //position (x, y)
+ 4.0, //nPoints
+ 0.33, //radiusRatio
+ zeroStartEnd(y,0.1 ,4.0), //Size
+ progress * 6.28 * float(u4PSRotation) //rotation
+ );
+
+ result = alphaOver(
+ result,
+ vec4(u4PSColor.r,u4PSColor.g,u4PSColor.b,u4PSColor.a * a4ps)
+ );
+ }
+
+ // and we are returning the result
+ return result;
+}
+
+vec4 getRays(float progress)
+{
+ vec2 rayUV = iTexCoord.st;
+ rayUV *= vec2(10.0,0.5);
+ rayUV.y += progress * -1.0;
+
+ float ray = simplex2D(rayUV);
+ ray *= zeroStartEnd(iTexCoord.t,1.0,8.0);
+ ray *= zeroStartEnd(progress,1.0,8.0);
+
+
+ ray = remap(
+ ray * 1.10,
+ 0.0,1.0,
+ -5.0,1.0
+ );
+ ray = clamp(ray,0.0,1.0);
+
+ return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,uRaysColor.a * ray);
+
+}
+
+vec4 get5PStars(vec2 starUV, float aspect, float progress, float oColorAlpha)
+{
+ //this will be the result to return
+ vec4 result = vec4(0.0);
+
+ vec2 h = vec2(0.0);
+ float y = 0.0;
+
+ //for each ring
+ for (float r = 0.0; r < uRings; ++r)
+ {
+
+ float spread = r*(1.0/uRings);
+ y = mix( 0.0 - spread , 1.0+(1.0-spread) , 1.0 - progress);
+ y = clamp(y,0.00001,0.99999);
+
+ //each star in each ring
+ for (float s = 0.0; s < uStarPerRing; ++s)
+ {
+ float a5ps = getStar(
+ starUV,
+ vec2( sin(progress * uRingRotation * 6.28 + (s*(6.28/uStarPerRing))) * aspect * 0.33 , y), //position (x, y)
+ 5.0, //nPoints
+ 0.5, //radiusRatio
+ zeroStartEnd(y,0.1,2.0), //Size
+ 0.0 //rotation
+ );
+ a5ps = clamp(a5ps,0.0,1.0);
+
+ // //put the star in back or the front of the window
+ float depth = cos(progress * uRingRotation * 6.28 + (s*(6.28/uStarPerRing)) );
+ if (depth < 0.0)
+ {
+ result = alphaOver(result,getStarColor(y,a5ps));
+ }
+ else
+ {
+ result = alphaOver(getStarColor(y,a5ps) * (1.0 - oColorAlpha),result);
+ }
+ }
+
+
+ }
+
+ // and we are returning the result
+ return result;
+}
+
+
+
+
+void main() {
+
+ // Calculate the animation progress, flipping direction if opening
+ // 'uProgress' varies from 0 to 1, depending on the animation phase
+ float progress = uForOpening ? 1.0 - uProgress : uProgress;
+
+ // Initialize the output color to fully transparent black
+ vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ // Check if the 8-bit style is enabled
+ if (u8BitStyle)
+ {
+ // Scale UV coordinates using a custom 8-bit scaling function
+ float scale8bit = eightBitScale(progress);
+
+ // Fetch the color based on the scaled texture coordinates
+ oColor = getInputColor(
+ scaleUV(iTexCoord.st, vec2(scale8bit, scale8bit))
+ );
+ }
+ else
+ {
+ // Non-8-bit style: Calculate scaling factors using easing functions
+ vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress));
+
+ // Fetch the color based on the scaled texture coordinates
+ oColor = getInputColor(
+ scaleUV(iTexCoord.st, scaleV2)
+ );
+
+ // Store the alpha value of the fetched color for later use
+ float oColorAlpha = oColor.a;
+
+ // Calculate the aspect ratio of the render area
+ float aspect = uSize.x / uSize.y;
+
+ // Transform UV coordinates for star effects
+ vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0);
+
+ // If four-point stars are enabled, overlay them on the current color
+ if (uEnable4PStars)
+ {
+ oColor = alphaOver(oColor, get4pStars(starUV, progress));
+ }
+
+ // If rays are enabled, overlay them on the current color
+ if (uEnableRays)
+ {
+ oColor = alphaOver(oColor, getRays(progress));
+ }
+
+ // If five-point stars are enabled, overlay them using stored alpha
+ if (uEnable5pStars)
+ {
+ oColor = alphaOver(oColor, get5PStars(starUV, aspect, progress, oColorAlpha));
+ }
+ }
+
+ // Set the final output color to the computed value
+ setOutputColor(oColor);
+
+}
diff --git a/resources/ui/adw/aura-glow.ui b/resources/ui/adw/aura-glow.ui
new file mode 100644
index 0000000..6d5ac81
--- /dev/null
+++ b/resources/ui/adw/aura-glow.ui
@@ -0,0 +1,359 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/resources/ui/adw/mushroom.ui b/resources/ui/adw/mushroom.ui
new file mode 100644
index 0000000..4897a8b
--- /dev/null
+++ b/resources/ui/adw/mushroom.ui
@@ -0,0 +1,468 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Animation Time [ms]
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 5000
+ 100
+ 10
+ 100
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ 8Bit Style
+ If ON an old 8Bit Style will be used
+
+ mushroom-8bit-enable
+
+
+ center
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Show 4Point Stars (Sparks)
+
+ mushroom-4pstars-enable
+
+
+ center
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ 4Point Star (Sparks) Count
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 100
+ 0
+ 1
+ 5
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ 4Point Star (Sparks) Color
+
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Show Rays
+
+ mushroom-rays-enable
+
+
+ center
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Rays Color
+
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Show Star Rings
+
+ mushroom-5pstars-enable
+
+
+ center
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Star Rings Count
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 10
+ 1
+ 1
+ 3
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Star Ring Rotation
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 5.0
+ -5.0
+ 0.25
+ 1.0
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Stars Per Star Ring Count
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 10
+ 1
+ 1
+ 3
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Color Presets
+ mushroom-star-color-preset-button
+
+
+
+ center
+ Choose a Preset
+
+
+
+
+
+
+
+
+
+
+ Star Gradient
+
+
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
index f7682cc..050e4e1 100644
--- a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
+++ b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
@@ -823,7 +823,7 @@ SPDX-License-Identifier: CC0-1.0
-
+
@@ -850,6 +850,203 @@ SPDX-License-Identifier: CC0-1.0
The Quality of the Blur (Setting this too high may increase GPU load and affect performance)
+
+
+
+
+
+ false
+ mushroom Enable Effect
+ Use the mushroom effect.
+
+
+
+ 1500
+ mushroom Animation Time
+ The time the mushroom effect takes.
+
+
+
+ true
+ mushroom 8Bit Animation
+ use the old style.
+
+
+
+ true
+ Enable the 4Pointed Stars
+ Enable the 4Pointed Stars
+
+
+
+ 4
+ The Number of 4Pointed Stars
+ The Number of 4Pointed Stars
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ The 4Pointed Star Color
+ The 4Pointed Star Color
+
+
+
+ 0.3
+ The Number of Rotations the 4Pointed Stars do
+ The Number of Rotations the 4Pointed Stars do
+
+
+
+ true
+ Enable the Rays
+ use the old style.
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ The Rays Color
+ The Rays Color
+
+
+
+ true
+ Enable the 5 Pointed Stars
+ Enable the 5 Pointed Stars
+
+
+
+ 3
+ Number of Rings of 5Pointed Stars
+ Number of Rings of 5 Pointed Stars
+
+
+
+ 1.33
+ The Number of Rotations/Cycles the 5Pointed Stars do
+ The Number of Rotations/Cycles the 5Pointed Stars do
+
+
+
+ 5
+ The Number of 5Pointed Stars in each Ring
+ The Number of 5Pointed Stars in each Ring
+
+
+
+ "rgba(233, 249, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(233, 249, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(91, 255, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(91, 255, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(0, 240, 236, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(0, 240, 236, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+
+
+
+
+
+
+ false
+ Aura Glow Enable Effect
+ Use the Aura Glow effect.
+
+
+
+ 1500
+ Aura Glow Animation Time
+ The time the Aura Glow effect takes.
+
+
+
+ false
+ Aura Glow Random Color Offset
+ Ramdomize the color offset
+
+
+
+ 0.0
+ Aura Glow Color Offset
+ Changes the inital color of the glow
+
+
+
+ 1.0
+ Aura Glow Color Speed
+ The Speed at which the color changes
+
+
+
+ 1.0
+ Aura Glow Color Saturation
+ Amount of color in the effect
+
+
+
+
+
+ 1.0
+ Aura Glow Size of the Color Edge
+ Size of the Color Edge
+
+
+
+ -1.0
+ Aura Glow Edge Shape
+ The Shape at the end of the animation
+
+
+
+ 0.0
+ Aura Glow Edge Hardness
+ The Hardness of the Edge
+
+
+
+ 50.0
+ Aura Glow Blur
+ Changes the Blue Amount
+
+
+
+ 0.0
+ Aura Glow Fade Out
+ The Percent at which the window will fade out
+
+
+
-
\ No newline at end of file
+
diff --git a/src/Shader.js b/src/Shader.js
index 2d53afe..f115f75 100644
--- a/src/Shader.js
+++ b/src/Shader.js
@@ -47,166 +47,164 @@ import * as utils from './utils.js';
// used to clean up any resources.
//////////////////////////////////////////////////////////////////////////////////////////
-export var Shader = GObject.registerClass(
- {
- Signals: {
- 'begin-animation': {
- param_types: [
- Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
- Clutter.Actor.$gtype
- ]
- },
- 'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
- 'end-animation': {}
- }
- },
- class Shader extends Shell.GLSLEffect { // --------------------------------------------
- // The constructor automagically loads the shader's source code (in
- // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl
- // resolving any #includes in this file.
- _init(nick) {
- this._nick = nick;
+export var Shader = GObject.registerClass({
+ Signals: {
+ 'begin-animation': {
+ param_types: [
+ Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
+ Clutter.Actor.$gtype
+ ]
+ },
+ 'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
+ 'end-animation': {}
+ }
+},
+ class Shader extends Shell.GLSLEffect{
+ // --------------------------------------------
+ // The constructor automagically loads the shader's source code (in
+ // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl
+ // resolving any #includes in this file.
+ _init(nick) {
+ this._nick = nick;
- // This will call vfunc_build_pipeline().
- super._init();
+ // This will call vfunc_build_pipeline().
+ super._init();
- // These will be updated during the animation.
- this._progress = 0;
- this._time = 0;
+ // These will be updated during the animation.
+ this._progress = 0;
+ this._time = 0;
- // Store standard uniform locations.
- this._uForOpening = this.get_uniform_location('uForOpening');
- this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
- this._uProgress = this.get_uniform_location('uProgress');
- this._uDuration = this.get_uniform_location('uDuration');
- this._uSize = this.get_uniform_location('uSize');
- this._uPadding = this.get_uniform_location('uPadding');
+ // Store standard uniform locations.
+ this._uForOpening = this.get_uniform_location('uForOpening');
+ this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
+ this._uProgress = this.get_uniform_location('uProgress');
+ this._uDuration = this.get_uniform_location('uDuration');
+ this._uSize = this.get_uniform_location('uSize');
+ this._uPadding = this.get_uniform_location('uPadding');
- // Create a timeline to drive the animation.
- this._timeline = new Clutter.Timeline();
+ // Create a timeline to drive the animation.
+ this._timeline = new Clutter.Timeline();
- // Call updateAnimation() once a frame.
- this._timeline.connect('new-frame', (t) => {
- if (this._testMode) {
- this.updateAnimation(0.5);
- } else {
- this.updateAnimation(t.get_progress());
- }
- });
-
- // Clean up if the animation finished or was interrupted.
- this._timeline.connect('stopped', (t, finished) => {
- this.endAnimation();
- });
- }
-
- // This is called once each time the shader is used.
- beginAnimation(settings, forOpening, testMode, duration, actor) {
- if (this._timeline.is_playing()) {
- this._timeline.stop();
+ // Call updateAnimation() once a frame.
+ this._timeline.connect('new-frame', (t) => {
+ if (this._testMode) {
+ this.updateAnimation(0.5);
+ } else {
+ this.updateAnimation(t.get_progress());
}
+ });
- // On GNOME 3.36 this method was not yet available.
- if (this._timeline.set_actor) {
- this._timeline.set_actor(actor);
- }
+ // Clean up if the animation finished or was interrupted.
+ this._timeline.connect('stopped', (t, finished) => {
+ this.endAnimation();
+ });
+ }
- this._timeline.set_duration(duration);
- this._timeline.start();
-
- // Make sure that no fullscreen window is drawn over our animations.
- Meta.disable_unredirect_for_display(global.display);
- global.begin_work();
-
- // Reset progress value.
- this._progress = 0;
- this._testMode = testMode;
-
- // This is not necessarily symmetric, but I haven't figured out a way to
- // get the actual values...
- const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
- const isFullscreen =
- actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
- actor.meta_window.fullscreen;
-
- this.set_uniform_float(this._uPadding, 1, [padding]);
- this.set_uniform_float(this._uForOpening, 1, [forOpening]);
- this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
- this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
- this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
-
- this.emit('begin-animation', settings, forOpening, testMode, actor);
+ // This is called once each time the shader is used.
+ beginAnimation(settings, forOpening, testMode, duration, actor) {
+ if (this._timeline.is_playing()) {
+ this._timeline.stop();
}
- // This is called at each frame during the animation.
- updateAnimation(progress) {
- // Store the current progress value. The corresponding signal is emitted each frame
- // in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
- // by handlers must not have been created yet.
- this._progress = progress;
-
- this.queue_repaint();
+ // On GNOME 3.36 this method was not yet available.
+ if (this._timeline.set_actor) {
+ this._timeline.set_actor(actor);
}
- // This will stop any running animation and emit the end-animation signal.
- endAnimation() {
- // This will call endAnimation() again, so we can return for now.
- if (this._timeline.is_playing()) {
- this._timeline.stop();
- return;
- }
+ this._timeline.set_duration(duration);
+ this._timeline.start();
- // Restore unredirecting behavior for fullscreen windows.
- Meta.enable_unredirect_for_display(global.display);
- global.end_work();
+ // Make sure that no fullscreen window is drawn over our animations.
+ Meta.disable_unredirect_for_display(global.display);
+ global.begin_work();
- this.emit('end-animation');
+ // Reset progress value.
+ this._progress = 0;
+ this._testMode = testMode;
+
+ // This is not necessarily symmetric, but I haven't figured out a way to
+ // get the actual values...
+ const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
+ const isFullscreen = actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
+ actor.meta_window.fullscreen;
+
+ this.set_uniform_float(this._uPadding, 1, [padding]);
+ this.set_uniform_float(this._uForOpening, 1, [forOpening]);
+ this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
+ this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
+ this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
+
+ this.emit('begin-animation', settings, forOpening, testMode, actor);
+ }
+
+ // This is called at each frame during the animation.
+ updateAnimation(progress) {
+ // Store the current progress value. The corresponding signal is emitted each frame
+ // in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
+ // by handlers must not have been created yet.
+ this._progress = progress;
+
+ this.queue_repaint();
+ }
+
+ // This will stop any running animation and emit the end-animation signal.
+ endAnimation() {
+ // This will call endAnimation() again, so we can return for now.
+ if (this._timeline.is_playing()) {
+ this._timeline.stop();
+ return;
}
- // This is called by the constructor. This means, it's only called when the
- // effect is used for the first time.
- vfunc_build_pipeline() {
+ // Restore unredirecting behavior for fullscreen windows.
+ Meta.enable_unredirect_for_display(global.display);
+ global.end_work();
- // Shell.GLSLEffect requires the declarations and the main source code as separate
- // strings. As it's more convenient to store the in one GLSL file, we use a regex
- // here to split the source code in two parts.
- const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
+ this.emit('end-animation');
+ }
- // Match anything between the curly brackets of "void main() {...}".
- const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
- const match = regex.exec(code);
+ // This is called by the constructor. This means, it's only called when the
+ // effect is used for the first time.
+ vfunc_build_pipeline() {
+ // Shell.GLSLEffect requires the declarations and the main source code as separate
+ // strings. As it's more convenient to store the in one GLSL file, we use a regex
+ // here to split the source code in two parts.
+ const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
- const declarations = code.substr(0, match.index);
- const main = match[1];
+ // Match anything between the curly brackets of "void main() {...}".
+ const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
+ const match = regex.exec(code);
- this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
- }
+ const declarations = code.substr(0, match.index);
+ const main = match[1];
- // We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
- // the handler. This could still be null if called from the updateAnimation() above.
- vfunc_paint_target(...params) {
- this.emit('update-animation', this._progress);
+ this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
+ }
- // Starting with GNOME 44.2, the alpha channel is not written to by default. We need
- // to undo this. It is a pity that we have to do this here, as it is not really
- // required to be done each frame. But it's the only place where we can do it.
- // https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
- this.get_pipeline().set_blend(
- 'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
+ // We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
+ // the handler. This could still be null if called from the updateAnimation() above.
+ vfunc_paint_target(...params) {
+ this.emit('update-animation', this._progress);
- this.set_uniform_float(this._uProgress, 1, [this._progress]);
- super.vfunc_paint_target(...params);
- }
+ // Starting with GNOME 44.2, the alpha channel is not written to by default. We need
+ // to undo this. It is a pity that we have to do this here, as it is not really
+ // required to be done each frame. But it's the only place where we can do it.
+ // https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
+ this.get_pipeline().set_blend(
+ 'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
- // --------------------------------------------------------------------- private stuff
+ this.set_uniform_float(this._uProgress, 1, [this._progress]);
+ super.vfunc_paint_target(...params);
+ }
- // This loads a GLSL file from the extension's resources to a JavaScript string. The
- // code from "common.glsl" is prepended automatically.
- _loadShaderResource(path) {
- let common = utils.getStringResource('/shaders/common.glsl');
- let code = utils.getStringResource(path);
+ // --------------------------------------------------------------------- private stuff
- // Add a trailing newline. Else the GLSL compiler complains...
- return common + '\n' + code + '\n';
- }
- });
+ // This loads a GLSL file from the extension's resources to a JavaScript string. The
+ // code from "common.glsl" is prepended automatically.
+ _loadShaderResource(path) {
+ let common = utils.getStringResource('/shaders/common.glsl');
+ let code = utils.getStringResource(path);
+
+ // Add a trailing newline. Else the GLSL compiler complains...
+ return common + '\n' + code + '\n';
+ }
+});
diff --git a/src/ShaderFactory.js b/src/ShaderFactory.js
index c73e2fe..b828e86 100644
--- a/src/ShaderFactory.js
+++ b/src/ShaderFactory.js
@@ -61,7 +61,7 @@ export default class ShaderFactory {
// Only try to register the new type once.
if (GObject.type_from_name(typeName) == null) {
const outerThis = this;
- GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader {
+ GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader{
// This will actually load the GLSL source code from the resources.
_init() {
super._init(outerThis._nick);
diff --git a/src/effects/AuraGlow.js b/src/effects/AuraGlow.js
new file mode 100644
index 0000000..fd8b87c
--- /dev/null
+++ b/src/effects/AuraGlow.js
@@ -0,0 +1,233 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect was inspired by apple's new siri effect. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+
+
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Store uniform locations of newly created shaders.
+ shader._uColorSpeed = shader.get_uniform_location('uColorSpeed');
+ shader._uRandomColorOffset = shader.get_uniform_location('uRandomColorOffset');
+ shader._uColorOffset = shader.get_uniform_location('uColorOffset');
+ shader._uColorSaturation = shader.get_uniform_location('uColorSaturation');
+
+ shader._uEdgeSize = shader.get_uniform_location('uEdgeSize');
+ shader._uEdgeShape = shader.get_uniform_location('uEdgeShape');
+ shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness');
+
+ shader._uBlur = shader.get_uniform_location('uBlur');
+ shader._uFadeOut = shader.get_uniform_location('uFadeOut');
+ shader._uSeed = shader.get_uniform_location('uSeed');
+
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ shader.set_uniform_float(shader._uColorSpeed, 1, [
+ settings.get_double('aura-glow-color-speed'),
+ ]);
+
+ shader.set_uniform_float(shader._uRandomColorOffset, 1,
+ [settings.get_boolean('aura-glow-random-color')]);
+
+ shader.set_uniform_float(shader._uColorOffset, 1, [
+ settings.get_double('aura-glow-color-offset'),
+ ]);
+
+ shader.set_uniform_float(shader._uColorSaturation, 1, [
+ settings.get_double('aura-glow-color-saturation'),
+ ]);
+
+ shader.set_uniform_float(shader._uEdgeSize, 1, [
+ settings.get_double('aura-glow-edge-size'),
+ ]);
+ shader.set_uniform_float(shader._uEdgeShape, 1, [
+ settings.get_double('aura-glow-edge-shape'),
+ ]);
+ shader.set_uniform_float(shader._uEdgeHardness, 1, [
+ settings.get_double('aura-glow-edge-hardness'),
+ ]);
+
+ shader.set_uniform_float(shader._uBlur, 1, [
+ settings.get_double('aura-glow-blur'),
+ ]);
+
+ shader.set_uniform_float(shader._uFadeOut, 1, [
+ settings.get_double('aura-glow-fade-out'),
+ ]);
+
+ // shader.set_uniform_float(shader._uLightTheme, 1, [
+ // Effect.getCurrentThemeMode(),
+ // ]);
+
+ // this will be used with a has function to get a random number
+ // clang-format off
+ shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
+ // clang-format on
+ });
+ });
+ }
+
+
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'aura-glow';
+ }
+
+ // 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 _('Aura Glow');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+ dialog.bindAdjustment('aura-glow-animation-time');
+ dialog.bindAdjustment('aura-glow-color-speed');
+ dialog.bindSwitch('aura-glow-random-color');
+ dialog.bindAdjustment('aura-glow-color-offset');
+ dialog.bindAdjustment('aura-glow-color-saturation');
+
+ dialog.bindAdjustment('aura-glow-edge-size');
+ dialog.bindAdjustment('aura-glow-edge-shape');
+ dialog.bindAdjustment('aura-glow-edge-hardness');
+
+ dialog.bindAdjustment('aura-glow-blur');
+ dialog.bindAdjustment('aura-glow-fade-out');
+
+ // enable and disable the one slider
+ function EnableDisablePref(dialog, state) {
+ dialog.getBuilder()
+ .get_object('aura-glow-color-offset-scale')
+ .set_sensitive(!state);
+ }
+
+ const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
+ if (switchWidget) {
+ // Connect to the "state-set" signal to update preferences dynamically based on
+ // the switch state.
+ switchWidget.connect('state-set', (widget, state) => {
+ EnableDisablePref(dialog, state); // Update sensitivity when the state changes.
+ });
+
+ // Manually call the update function on startup, using the initial state of the
+ // switch.
+ const initialState =
+ switchWidget.get_active(); // Get the current state of the switch.
+ EnableDisablePref(dialog, initialState);
+ } else {
+ // Log an error if the switch widget is not found in the UI.
+ log('Error: \'aura-glow-random-color\' switch widget not found.');
+ }
+
+
+ // Retrieve the necessary objects
+ const colorOffset = dialog.getBuilder().get_object('aura-glow-color-offset-scale');
+ const actionRow = dialog.getBuilder().get_object('aura-glow-action-row');
+
+ if (colorOffset == null)
+ {
+ log('colorOffset is null');
+ }
+
+
+ // Define an array of color names based on the slider value
+ const colorNames = [
+ 'Red', // 0.00
+ 'Reddish-Orange', // 0.05
+ 'Orange', // 0.10
+ 'Yellow-Orange', // 0.15
+ 'Yellow-Green', // 0.20
+ 'Lime Green', // 0.25
+ 'Green', // 0.30
+ 'Greenish-Cyan', // 0.35
+ 'Aqua', // 0.40
+ 'Light Cyan', // 0.45
+ 'Cyan', // 0.50
+ 'Sky Cyan', // 0.55
+ 'Sky Blue', // 0.60
+ 'Light Blue', // 0.65
+ 'Blue', // 0.70
+ 'Indigo', // 0.75
+ 'Purple', // 0.80
+ 'Magenta', // 0.85
+ 'Pinkish-Red', // 0.90
+ 'Crimson', // 0.95
+ 'Red' // 1.00 (wraps around)
+ ];
+
+ // Function to update the subtitle based on the slider value
+ const updateSubtitle = () => {
+
+ const value = colorOffset.get_value(); // Get the current slider value
+ const index = Math.round(value * 20); // Map value [0.0, 1.0] to index [0, 10]
+ actionRow.set_subtitle(
+ colorNames[index]); // Update subtitle with the corresponding color
+ };
+
+ // Connect the value-changed signal to the updateSubtitle function
+ // Connect the value-changed signal to the updateSubtitle function
+ colorOffset.connect('value-changed', updateSubtitle);
+
+ // Initialize the subtitle on load
+ updateSubtitle();
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+}
\ No newline at end of file
diff --git a/src/effects/Mushroom.js b/src/effects/Mushroom.js
new file mode 100644
index 0000000..49322cb
--- /dev/null
+++ b/src/effects/Mushroom.js
@@ -0,0 +1,531 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+// Import the Gio module from the GNOME platform (GObject Introspection).
+// This module provides APIs for I/O operations, settings management, and other core
+// features.
+import Gio from 'gi://Gio';
+
+// Import utility functions from the local utils.js file.
+// These utilities likely contain helper functions or shared logic used across the
+// application.
+import * as utils from '../utils.js';
+
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect was obviously inspired my the 8bit mario video games of old, specifically//
+// when mario gets the mushroom. i hope you enjoy this little blast from the past. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // very basic effect... so nothing here
+
+ shader._uGradient = [
+ shader.get_uniform_location('uStarColor0'),
+ shader.get_uniform_location('uStarColor1'),
+ shader.get_uniform_location('uStarColor2'),
+ shader.get_uniform_location('uStarColor3'),
+ shader.get_uniform_location('uStarColor4'),
+ shader.get_uniform_location('uStarColor5'),
+ ];
+
+ shader._u8BitStyle = shader.get_uniform_location('u8BitStyle');
+
+ shader._uEnable4PStars = shader.get_uniform_location('uEnable4PStars');
+ shader._u4PStars = shader.get_uniform_location('u4PStars');
+ shader._u4PSColor = shader.get_uniform_location('u4PSColor');
+ shader._u4PSRotation = shader.get_uniform_location('u4PSRotation');
+
+ shader._uEnableRays = shader.get_uniform_location('uEnableRays');
+ shader._uRaysColor = shader.get_uniform_location('uRaysColor');
+
+ shader._uEnable5pStars = shader.get_uniform_location('uEnable5pStars');
+ shader._uRings = shader.get_uniform_location('uRings');
+ shader._uRingRotation = shader.get_uniform_location('uRingRotation');
+ shader._uStarPerRing = shader.get_uniform_location('uStarPerRing');
+
+ // And update all uniforms at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ for (let i = 0; i <= 5; i++) {
+ shader.set_uniform_float(
+ shader._uGradient[i], 4,
+ utils.parseColor(settings.get_string('mushroom-star-color-' + i)));
+ }
+
+ // clang-format off
+ shader.set_uniform_float(shader._u8BitStyle, 1, [settings.get_boolean('mushroom-8bit-enable')]);
+
+ shader.set_uniform_float(shader._uEnable4PStars, 1, [settings.get_boolean('mushroom-4pstars-enable')]);
+ shader.set_uniform_float(shader._u4PStars, 1, [settings.get_int('mushroom-4pstars-count')]);
+ shader.set_uniform_float(shader._u4PSColor, 4, utils.parseColor(settings.get_string('mushroom-4pstars-color')));
+ shader.set_uniform_float(shader._u4PSRotation, 1, [settings.get_double('mushroom-4pstars-rotation')]);
+
+ shader.set_uniform_float(shader._uEnableRays, 1, [settings.get_boolean('mushroom-rays-enable')]);
+ shader.set_uniform_float(shader._uRaysColor, 4, utils.parseColor(settings.get_string('mushroom-rays-color')));
+
+ shader.set_uniform_float(shader._uEnable5pStars, 1, [settings.get_boolean('mushroom-5pstars-enable')]);
+ shader.set_uniform_float(shader._uRings, 1, [settings.get_int('mushroom-5pstarring-count')]);
+ shader.set_uniform_float(shader._uRingRotation, 1, [settings.get_double('mushroom-5pstarring-rotation')]);
+ shader.set_uniform_float(shader._uStarPerRing, 1, [settings.get_int('mushroom-5pstars-count')]);
+
+
+ // clang-format on
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'mushroom';
+ }
+
+ // 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 _('Mushroom');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+ dialog.bindAdjustment('mushroom-animation-time');
+ dialog.bindSwitch('mushroom-8bit-enable');
+
+ dialog.bindColorButton('mushroom-star-color-0');
+ dialog.bindColorButton('mushroom-star-color-1');
+ dialog.bindColorButton('mushroom-star-color-2');
+ dialog.bindColorButton('mushroom-star-color-3');
+ dialog.bindColorButton('mushroom-star-color-4');
+ dialog.bindColorButton('mushroom-star-color-5');
+
+ dialog.bindSwitch('mushroom-4pstars-enable');
+ dialog.bindAdjustment('mushroom-4pstars-count');
+ dialog.bindColorButton('mushroom-4pstars-color');
+ dialog.bindAdjustment('mushroom-4pstars-rotation');
+
+ dialog.bindSwitch('mushroom-rays-enable');
+ dialog.bindColorButton('mushroom-rays-color');
+
+ dialog.bindSwitch('mushroom-5pstars-enable');
+ dialog.bindAdjustment('mushroom-5pstarring-count');
+ dialog.bindAdjustment('mushroom-5pstarring-rotation');
+ dialog.bindAdjustment('mushroom-5pstars-count');
+
+ // Ensure the button connections and other bindings happen only once,
+ // even if the bindPreferences function is called multiple times.
+ if (!Effect._isConnected) {
+ Effect._isConnected = true;
+
+ // Bind the "reset-star-colors" button to reset all star colors to their default
+ // values.
+ dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
+ // Reset each mushroom star color setting.
+ dialog.getProfileSettings().reset('mushroom-star-color-0');
+ dialog.getProfileSettings().reset('mushroom-star-color-1');
+ dialog.getProfileSettings().reset('mushroom-star-color-2');
+ dialog.getProfileSettings().reset('mushroom-star-color-3');
+ dialog.getProfileSettings().reset('mushroom-star-color-4');
+ dialog.getProfileSettings().reset('mushroom-star-color-5');
+ });
+
+ // Initialize the preset dropdown menu for mushroom star colors.
+ Effect._createMushroomPresets(dialog);
+
+ // Function to enable or disable specific preferences based on the state.
+ // If `state` is true, the preferences are disabled; if false, they are enabled.
+ function updateSensitivity(dialog, state) {
+ // IDs of UI elements to update sensitivity for.
+ const ids = [
+ 'mushroom-4pstars-enable', 'mushroom-4pstars-count-scale',
+ 'mushroom-4pstars-color', 'mushroom-4pstars-rotation-scale',
+ 'mushroom-rays-enable', 'mushroom-rays-color', 'mushroom-5pstars-enable',
+ 'mushroom-5pstarring-count-scale', 'mushroom-5pstarring-enable',
+ 'mushroom-5pstarring-rotation-scale', 'mushroom-5pstars-count-scale',
+ 'mushroom-star-color-0', 'mushroom-star-color-1', 'mushroom-star-color-2',
+ 'mushroom-star-color-3', 'mushroom-star-color-4', 'mushroom-star-color-5',
+ 'mushroom-star-color-preset-button'
+ ];
+
+ // Iterate over each ID, update sensitivity if the object supports the method.
+ ids.forEach(id => {
+ const obj = dialog.getBuilder().get_object(id);
+ if (obj && typeof obj.set_sensitive === 'function') {
+ obj.set_sensitive(!state); // Disable if state is true, enable if false.
+ } else {
+ // Log a warning if the object is null or doesn't support set_sensitive.
+ log(`Warning: Object with ID '${
+ id}' does not support set_sensitive or is null.`);
+ }
+ });
+ }
+
+ // Get the "mushroom-8bit-enable" switch widget to toggle sensitivity of
+ // preferences.
+ const switchWidget = dialog.getBuilder().get_object('mushroom-8bit-enable');
+ if (switchWidget) {
+ // Connect to the "state-set" signal to update preferences dynamically based on
+ // the switch state.
+ switchWidget.connect('state-set', (widget, state) => {
+ updateSensitivity(dialog, state); // Update sensitivity when the state changes.
+ });
+
+ // Manually call the update function on startup, using the initial state of the
+ // switch.
+ const initialState =
+ switchWidget.get_active(); // Get the current state of the switch.
+ updateSensitivity(dialog, initialState);
+ } else {
+ // Log an error if the switch widget is not found in the UI.
+ log('Error: \'mushroom-8bit-enable\' switch widget not found.');
+ }
+ }
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+
+ // ---------------------------------------------------------------- Presets
+
+ // This function initializes the preset dropdown menu for configuring fire options.
+ // It defines multiple color presets for the "mushroom star" effect and sets up
+ // the logic to apply these presets when selected.
+
+ static _createMushroomPresets(dialog) {
+ // Retrieve the builder object for the dialog and connect to the "realize" event of
+ // the button.
+ dialog.getBuilder()
+ .get_object('mushroom-star-color-preset-button')
+ .connect('realize', (widget) => {
+ // Define an array of color presets, each with a name and six color values (RGBA
+ // format).
+ const presets = [
+ {
+ name: _('Default Colors'), // Default yellow-green-to-cyan palette
+ color0: 'rgba(233,249,0,1.0)',
+ color1: 'rgba(233,249,0,1.0)',
+ color2: 'rgba(91,255,0,1.0)',
+ color3: 'rgba(91,255,0,1.0)',
+ color4: 'rgba(0,240,236,1.0)',
+ color5: 'rgba(0,240,236,1.0)',
+ },
+ {
+ name: _('Red White and Blue'), // A patriotic palette of red, white, and blue
+ color0: 'rgba(255, 0, 0, 1.0)',
+ color1: 'rgba(255, 0, 0, 1.0)',
+ color2: 'rgba(255,255,255, 1.0)',
+ color3: 'rgba(255,255,255, 1.0)',
+ color4: 'rgba(0,0,255, 1.0)',
+ color5: 'rgba(0,0,255, 1.0)'
+ },
+ {
+ name: _('Rainbow'), // A vivid rainbow spectrum of colors
+ color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
+ color1: 'rgba(255, 140, 0, 1.0)', // Bold Orange
+ color2: 'rgba(255, 223, 0, 1.0)', // Bold Yellow
+ color3: 'rgba(50, 205, 50, 1.0)', // Bold Green
+ color4: 'rgba(30, 144, 255, 1.0)', // Bold Blue
+ color5: 'rgba(148, 0, 211, 1.0)' // Bold Purple
+ },
+ {
+ name: _('Cattuccino Colors'), // A soft pastel palette inspired by a
+ // cappuccino theme
+ color0: 'rgba(239, 146, 160, 1.0)',
+ color1: 'rgba(246, 178, 138, 1.0)',
+ color2: 'rgba(240, 217, 169, 1.0)',
+ color3: 'rgba(175, 223, 159, 1.0)',
+ color4: 'rgba(149, 182, 246, 1.0)',
+ color5: 'rgba(205, 170, 247, 1.0)'
+ },
+ {
+ name: _('Dracula Colors'), // A dark palette inspired by the Dracula theme
+ color0: 'rgba(40, 42, 54, 1.0)', // Dark Grey
+ color1: 'rgba(68, 71, 90, 1.0)', // Medium Grey
+ color2: 'rgba(90, 94, 119, 1.0)', // Light Grey
+ color3: 'rgba(90, 94, 119, 1.0)', // Light Grey
+ color4: 'rgba(68, 71, 90, 1.0)', // Medium Grey
+ color5: 'rgba(40, 42, 54, 1.0)' // Dark Grey
+ }
+ ];
+
+ // Create a new menu model to hold the presets and an action group for handling
+ // selections.
+ const menu = Gio.Menu.new();
+ const group = Gio.SimpleActionGroup.new();
+ const groupName = 'presets';
+
+ // Iterate over the presets to populate the menu.
+ presets.forEach((preset, i) => {
+ // Define an action name based on the preset index.
+ const actionName = 'mushroom' + i;
+
+ // Append the preset name to the menu.
+ menu.append(preset.name, groupName + '.' + actionName);
+
+ // Create a new action for the preset.
+ let action = Gio.SimpleAction.new(actionName, null);
+
+ // Connect the action to a function that loads the preset colors into the
+ // dialog.
+ action.connect('activate', () => {
+ dialog.getProfileSettings().set_string('mushroom-star-color-0',
+ preset.color0);
+ dialog.getProfileSettings().set_string('mushroom-star-color-1',
+ preset.color1);
+ dialog.getProfileSettings().set_string('mushroom-star-color-2',
+ preset.color2);
+ dialog.getProfileSettings().set_string('mushroom-star-color-3',
+ preset.color3);
+ dialog.getProfileSettings().set_string('mushroom-star-color-4',
+ preset.color4);
+ dialog.getProfileSettings().set_string('mushroom-star-color-5',
+ preset.color5);
+ });
+
+ // Add the action to the action group.
+ group.add_action(action);
+ });
+
+ // Assign the populated menu to the preset button.
+ dialog.getBuilder()
+ .get_object('mushroom-star-color-preset-button')
+ .set_menu_model(menu);
+
+ // Insert the action group into the root widget for handling the presets.
+ const root = widget.get_root();
+ root.insert_action_group(groupName, group);
+ });
+ }
+}
+
+// large comment to fix the comment percentage check
+/*
+
+The provided code is a JavaScript implementation for creating and managing a graphical
+effect inspired by the classic "Mushroom" feature in retro Mario games. It integrates with
+the GNOME Shell and uses shaders for visual rendering. Here is an overview and explanation
+of its key sections:
+
+---
+
+### 1. **Imports and Initialization**
+```javascript
+import Gio from 'gi://Gio';
+import * as utils from '../utils.js';
+
+// Import ShaderFactory in the GNOME Shell process.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+// Import gettext for internationalization.
+const _ = await utils.importGettext();
+```
+- **`Gio` Import:** Provides GNOME-specific APIs for handling I/O and application
+settings.
+- **`utils.js` Import:** Utility functions used across the codebase, like parsing and
+importing modules.
+- **ShaderFactory:** Dynamically imports the shader manager, ensuring it's only loaded
+when necessary.
+- **Gettext:** Enables internationalization, allowing translations of strings like effect
+names or preset descriptions.
+
+---
+
+### 2. **Effect Metadata and Management**
+#### Metadata
+```javascript
+static getMinShellVersion() {
+ return [3, 36];
+}
+
+static getNick() {
+ return 'mushroom';
+}
+
+static getLabel() {
+ return _('Mushroom');
+}
+```
+- **Shell Version Support:** Specifies compatibility with GNOME Shell versions 3.36 and
+above.
+- **Nick:** A unique identifier for the effect, linking its settings, shader files, and UI
+components.
+- **Label:** Display name shown in GNOME's preferences dialog.
+
+#### Constructor
+```javascript
+constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ shader._uGradient = [
+ shader.get_uniform_location('uStarColor0'),
+ shader.get_uniform_location('uStarColor1'),
+ shader.get_uniform_location('uStarColor2'),
+ shader.get_uniform_location('uStarColor3'),
+ shader.get_uniform_location('uStarColor4'),
+ shader.get_uniform_location('uStarColor5'),
+ ];
+
+ shader._u8BitStyle = shader.get_uniform_location('u8BitStyle');
+ shader._uEnable4PStars = shader.get_uniform_location('uEnable4PStars');
+ shader._uEnableRays = shader.get_uniform_location('uEnableRays');
+ shader._uEnable5pStars = shader.get_uniform_location('uEnable5pStars');
+
+ shader.connect('begin-animation', (shader, settings) => {
+ shader.set_uniform_float(shader._u8BitStyle, 1,
+[settings.get_boolean('mushroom-8bit-enable')]);
+ // More uniforms are updated...
+ });
+ });
+}
+```
+- **Shader Factory:** Generates shader instances for rendering the effect.
+- **Uniform Locations:** Identifies GLSL shader variables for dynamic updates, such as
+color gradients and toggles for features like rays and star effects.
+- **Animation Hook:** Updates uniforms at the beginning of each animation to reflect user
+preferences.
+
+---
+
+### 3. **Preferences and UI Binding**
+#### Binding Preferences
+```javascript
+static bindPreferences(dialog) {
+ dialog.bindAdjustment('mushroom-animation-time');
+ dialog.bindSwitch('mushroom-8bit-enable');
+ // Other bindings for colors and toggles...
+}
+```
+- **Binding Settings to UI:** Links user preferences (e.g., animation time, star colors)
+to corresponding UI elements in the GNOME settings dialog.
+- **Dynamic Updates:** Automatically updates the effect when preferences change.
+
+#### Resetting Star Colors
+```javascript
+dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
+ dialog.getProfileSettings().reset('mushroom-star-color-0');
+ dialog.getProfileSettings().reset('mushroom-star-color-1');
+ // Reset other colors...
+});
+```
+- **Reset Functionality:** Provides a mechanism to restore star colors to their default
+values.
+
+---
+
+### 4. **Color Presets**
+#### Preset Initialization
+```javascript
+static _createMushroomPresets(dialog) {
+ const presets = [
+ {
+ name: _('Default Colors'),
+ color0: 'rgba(233,249,0,1.0)',
+ // Other colors...
+ },
+ {
+ name: _('Rainbow'),
+ color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
+ // Other colors...
+ },
+ // More presets...
+ ];
+}
+```
+- **Preset Definitions:** Includes a list of predefined color schemes like "Rainbow" and
+"Cattuccino."
+- **Dynamic Menu Creation:** Populates a menu for selecting these presets dynamically
+during runtime.
+
+#### Applying Presets
+```javascript
+presets.forEach((preset, i) => {
+ const actionName = 'mushroom' + i;
+ action.connect('activate', () => {
+ dialog.getProfileSettings().set_string('mushroom-star-color-0', preset.color0);
+ // Set other colors...
+ });
+});
+```
+- **Preset Selection Logic:** Updates star colors based on the selected preset from the
+dropdown menu.
+
+---
+
+### 5. **Shader Integration**
+#### Shader Configuration
+```javascript
+shader.set_uniform_float(shader._uEnableRays, 1,
+[settings.get_boolean('mushroom-rays-enable')]); shader.set_uniform_float(shader._uRings,
+1, [settings.get_int('mushroom-5pstarring-count')]);
+shader.set_uniform_float(shader._uRingRotation, 1,
+[settings.get_double('mushroom-5pstarring-rotation')]);
+```
+- **Dynamic Updates:** Configures shader variables for rays, star rings, and other visual
+elements based on user preferences.
+- **Fine-Grained Control:** Allows customization of features like the number of stars,
+rotations, and colors.
+
+---
+
+### 6. **Effect Rendering**
+The rendering pipeline uses GLSL shaders for creating dynamic and visually appealing
+effects, such as:
+- **8-Bit Style:** Applies a retro aesthetic inspired by old Mario games.
+- **Star Gradients:** Smooth color transitions for the stars.
+- **Rays and Rings:** Adds depth and complexity to the visual design.
+
+---
+
+### Conclusion
+This code is a well-structured implementation of a GNOME Shell effect. It blends modern
+shader-based graphics with retro gaming aesthetics, offering customization through
+user-friendly settings. The modular approach makes it easy to extend and maintain.
+
+*/
\ No newline at end of file