♻️ Move shader code to bottom of file
This commit is contained in:
+135
-134
@@ -29,140 +29,6 @@ const utils = Me.imports.src.utils;
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let FireShader = null;
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let FireShader = null;
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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class FireShader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the gradient values from the settings. We directly inject the values in the
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// GLSL code below. The shader is compiled once for each window-closing anyways. In
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// the future, we may want to prevent this frequent recompilations of shaders,
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// though.
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const gradient = [];
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for (let i = 1; i <= 5; i++) {
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const color =
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Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
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gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
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color.blue / 255}, ${color.alpha / 255})`);
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}
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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// These may be configurable in the future.
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const float EDGE_FADE = 90;
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const float FADE_WIDTH = 0.1;
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const float HIDE_TIME = 0.4;
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const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
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const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
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// This maps the input value from [0..1] to a color from the gradient.
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vec4 getFireColor(float v) {
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const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
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const vec4 colors[5] = vec4[](
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${gradient[0]},
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${gradient[1]},
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${gradient[2]},
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${gradient[3]},
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${gradient[4]}
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);
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if (v < steps[0]) {
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return colors[0];
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}
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for (int i=0; i<4; ++i) {
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if (v <= steps[i+1]) {
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return mix(colors[i], colors[i+1], vec4(v - steps[i])/(steps[i+1]-steps[i]));
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}
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}
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return colors[4];
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}
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// This method requires the uniforms from standardUniforms() to be available.
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// It returns two values: The first is an alpha value which can be used for the window
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// texture. This gradually dissolves the window from top to bottom. The second can be used
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// to mask any effect, it will be most opaque where the window is currently fading and
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// gradually dissolve to zero over time.
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// hideTime: A value in [0..1]. It determines the percentage of the animation which
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// is spent for hiding the window. 1-hideTime will be spent thereafter for
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// dissolving the effect mask.
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// fadeWidth: The relative size of the window-hiding gradient in [0..1].
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// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
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vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float burnProgress = clamp(uProgress/hideTime, 0, 1);
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float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
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// Visible part of the window. Gradually dissolves towards the bottom.
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float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
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// Gradient from top burning window.
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float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
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// Fade-out when the window burned down.
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if (uProgress > hideTime) {
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float fade = sqrt(1-afterBurnProgress*afterBurnProgress);
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effectMask *= mix(1, 1-t, afterBurnProgress) * fade;
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}
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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effectMask *= smoothstep(0, 1, clamp(pos.x / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp(pos.y / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1));
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return vec2(windowMask, effectMask);
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}
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void main() {
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// Get a noise value which moves vertically in time.
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
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uv.y += uTime * FIRE_SPEED;
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#if ${settings.get_boolean('flame-3d-noise') ? 1 : 0}
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float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*3.0), 5);
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#else
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float noise = noise2D(uv * 7.5, 5);
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#endif
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// Modulate noise by effect mask.
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vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
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noise *= effectMask.y;
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// Map noise value to color.
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vec4 fire = getFireColor(noise);
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fire.rgb *= fire.a;
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
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// Add the fire to the window.
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cogl_color_out += fire;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(noise), 1);
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// cogl_color_out = vec4(vec3(effectMask.x), 1);
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// cogl_color_out = vec4(vec3(effectMask.y), 1);
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}
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`);
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};
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});
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}
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var FireEffect = class FireEffect {
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var FireEffect = class FireEffect {
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// ---------------------------------------------------------------------- static methods
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// ---------------------------------------------------------------------- static methods
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@@ -321,4 +187,139 @@ var FireEffect = class FireEffect {
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root.insert_action_group(groupName, group);
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root.insert_action_group(groupName, group);
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});
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});
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}
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}
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}
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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class FireShader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the gradient values from the settings. We directly inject the values in the
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// GLSL code below. The shader is compiled once for each window-closing anyways. In
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// the future, we may want to prevent this frequent recompilations of shaders,
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// though.
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const gradient = [];
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for (let i = 1; i <= 5; i++) {
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const color =
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Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
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gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
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color.blue / 255}, ${color.alpha / 255})`);
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}
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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// These may be configurable in the future.
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const float EDGE_FADE = 90;
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const float FADE_WIDTH = 0.1;
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const float HIDE_TIME = 0.4;
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const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
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const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
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// This maps the input value from [0..1] to a color from the gradient.
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vec4 getFireColor(float v) {
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const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
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const vec4 colors[5] = vec4[](
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${gradient[0]},
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${gradient[1]},
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${gradient[2]},
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${gradient[3]},
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${gradient[4]}
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);
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if (v < steps[0]) {
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return colors[0];
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}
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for (int i=0; i<4; ++i) {
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if (v <= steps[i+1]) {
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return mix(colors[i], colors[i+1], vec4(v - steps[i])/(steps[i+1]-steps[i]));
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}
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}
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return colors[4];
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}
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// This method requires the uniforms from standardUniforms() to be available.
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// It returns two values: The first is an alpha value which can be used for the window
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// texture. This gradually dissolves the window from top to bottom. The second can be used
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// to mask any effect, it will be most opaque where the window is currently fading and
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// gradually dissolve to zero over time.
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// hideTime: A value in [0..1]. It determines the percentage of the animation which
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// is spent for hiding the window. 1-hideTime will be spent thereafter for
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// dissolving the effect mask.
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// fadeWidth: The relative size of the window-hiding gradient in [0..1].
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// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
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vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float burnProgress = clamp(uProgress/hideTime, 0, 1);
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float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
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// Visible part of the window. Gradually dissolves towards the bottom.
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float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
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// Gradient from top burning window.
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float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
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// Fade-out when the window burned down.
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if (uProgress > hideTime) {
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float fade = sqrt(1-afterBurnProgress*afterBurnProgress);
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effectMask *= mix(1, 1-t, afterBurnProgress) * fade;
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}
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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effectMask *= smoothstep(0, 1, clamp(pos.x / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp(pos.y / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1));
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return vec2(windowMask, effectMask);
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}
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void main() {
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// Get a noise value which moves vertically in time.
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
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uv.y += uTime * FIRE_SPEED;
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#if ${settings.get_boolean('flame-3d-noise') ? 1 : 0}
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float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*3.0), 5);
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#else
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float noise = noise2D(uv * 7.5, 5);
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#endif
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// Modulate noise by effect mask.
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vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
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noise *= effectMask.y;
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// Map noise value to color.
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vec4 fire = getFireColor(noise);
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fire.rgb *= fire.a;
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
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// Add the fire to the window.
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cogl_color_out += fire;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(noise), 1);
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// cogl_color_out = vec4(vec3(effectMask.x), 1);
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// cogl_color_out = vec4(vec3(effectMask.y), 1);
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}
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`);
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};
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});
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}
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}
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+129
-126
@@ -30,132 +30,6 @@ const utils = Me.imports.src.utils;
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let MatrixShader = null;
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let MatrixShader = null;
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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class MatrixShader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the font texture. As the shader is re-created for each window animation,
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// this texture is also re-created each time. This could be improved in the future!
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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this._fontTexture = new Clutter.Image();
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this._fontTexture.set_data(
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fontData.get_pixels(),
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.width, fontData.height, fontData.rowstride);
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const trailColor =
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Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
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const tipColor =
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Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
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// The technique for this effect was inspired by
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// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
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// different as the letters drop only once and there is no need for a noise texture.
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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uniform sampler2D uFontTexture;
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
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const float LETTER_FLICKER_SPEED = 2.0;
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const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
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vec2 block = pixelCoords/LETTER_SIZE - uv;
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// Choose random letter.
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uv += floor(hash2D(floor(hash2D(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
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return texture2D(uFontTexture, uv/LETTER_TILES).r;
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}
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// This returns two values: The first are gradients for the "raindrops" which move
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// from top to bottom. This is used for fading the letters. The second value is set
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// to one below each drop and to zero above it. This second value is used for fading
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// the window texture.
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vec2 getRain(vec2 fragCoord) {
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vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
|
|
||||||
coords.x -= mod(coords.x, LETTER_SIZE);
|
|
||||||
|
|
||||||
float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
|
|
||||||
float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
|
|
||||||
|
|
||||||
float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
|
|
||||||
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
|
|
||||||
float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
|
|
||||||
return vec2(rainAlpha, windowAlpha);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
|
|
||||||
// Get a cool matrix effect. See comments for those methods above.
|
|
||||||
vec2 rain = getRain(cogl_tex_coord_in[0].st);
|
|
||||||
float text = getText(cogl_tex_coord_in[0].st);
|
|
||||||
|
|
||||||
// Get the window texture and fade it according to the effect mask.
|
|
||||||
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y;
|
|
||||||
|
|
||||||
// This is used to fade out the remaining trails in the end.
|
|
||||||
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
|
|
||||||
(1-FINAL_FADE_START_TIME), 0, 1);
|
|
||||||
float rainAlpha = finalFade * rain.x;
|
|
||||||
|
|
||||||
// Fade at window borders.
|
|
||||||
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
|
||||||
rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
|
|
||||||
rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
|
|
||||||
rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
|
|
||||||
rainAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
|
|
||||||
|
|
||||||
// Add the matrix effect to the window.
|
|
||||||
vec3 trailColor = vec3(${trailColor.red / 255},
|
|
||||||
${trailColor.green / 255},
|
|
||||||
${trailColor.blue / 255});
|
|
||||||
vec3 tipColor = vec3(${tipColor.red / 255},
|
|
||||||
${tipColor.green / 255},
|
|
||||||
${tipColor.blue / 255});
|
|
||||||
cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
|
|
||||||
|
|
||||||
// These are pretty useful for understanding how this works.
|
|
||||||
// cogl_color_out = vec4(vec3(text), 1);
|
|
||||||
// cogl_color_out = vec4(vec3(rain.x), 1);
|
|
||||||
// cogl_color_out = vec4(vec3(rain.y), 1);
|
|
||||||
}
|
|
||||||
`);
|
|
||||||
};
|
|
||||||
|
|
||||||
// This is overridden to bind the font texture for drawing. Sadly, this seems to be
|
|
||||||
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
|
|
||||||
// get_target() back then but this is not wrapped in GJS.
|
|
||||||
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
|
|
||||||
vfunc_paint_target(node, paint_context) {
|
|
||||||
const pipeline = this.get_pipeline();
|
|
||||||
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
|
|
||||||
this.set_uniform_value('uFontTexture', 1);
|
|
||||||
super.vfunc_paint_target(node, paint_context);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
var MatrixEffect = class MatrixEffect {
|
var MatrixEffect = class MatrixEffect {
|
||||||
|
|
||||||
// ---------------------------------------------------------------------- static methods
|
// ---------------------------------------------------------------------- static methods
|
||||||
@@ -208,4 +82,133 @@ var MatrixEffect = class MatrixEffect {
|
|||||||
tweakTransition('scale-x', 1);
|
tweakTransition('scale-x', 1);
|
||||||
tweakTransition('scale-y', 1);
|
tweakTransition('scale-y', 1);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (utils.isInShellProcess()) {
|
||||||
|
|
||||||
|
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
|
||||||
|
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||||
|
|
||||||
|
|
||||||
|
MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||||
|
class MatrixShader extends Clutter.ShaderEffect {
|
||||||
|
_init(settings) {
|
||||||
|
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||||
|
|
||||||
|
// Load the font texture. As the shader is re-created for each window animation,
|
||||||
|
// this texture is also re-created each time. This could be improved in the future!
|
||||||
|
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
|
||||||
|
this._fontTexture = new Clutter.Image();
|
||||||
|
this._fontTexture.set_data(
|
||||||
|
fontData.get_pixels(),
|
||||||
|
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
|
||||||
|
fontData.width, fontData.height, fontData.rowstride);
|
||||||
|
|
||||||
|
const trailColor =
|
||||||
|
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
|
||||||
|
const tipColor =
|
||||||
|
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
|
||||||
|
|
||||||
|
// The technique for this effect was inspired by
|
||||||
|
// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
|
||||||
|
// different as the letters drop only once and there is no need for a noise texture.
|
||||||
|
this.set_shader_source(`
|
||||||
|
|
||||||
|
// Inject some common shader snippets.
|
||||||
|
${shaderSnippets.standardUniforms()}
|
||||||
|
${shaderSnippets.noise()}
|
||||||
|
|
||||||
|
uniform sampler2D uFontTexture;
|
||||||
|
|
||||||
|
// These may be configurable in the future.
|
||||||
|
const float EDGE_FADE = 30;
|
||||||
|
const float FADE_WIDTH = 150;
|
||||||
|
const float TRAIL_LENGTH = 0.2;
|
||||||
|
const float FINAL_FADE_START_TIME = 0.8;
|
||||||
|
const float LETTER_TILES = 16.0;
|
||||||
|
const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
|
||||||
|
const float LETTER_FLICKER_SPEED = 2.0;
|
||||||
|
const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
|
||||||
|
|
||||||
|
// This returns a flickering grid of random letters.
|
||||||
|
float getText(vec2 fragCoord) {
|
||||||
|
vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
|
||||||
|
vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
|
||||||
|
vec2 block = pixelCoords/LETTER_SIZE - uv;
|
||||||
|
|
||||||
|
// Choose random letter.
|
||||||
|
uv += floor(hash2D(floor(hash2D(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
|
||||||
|
|
||||||
|
return texture2D(uFontTexture, uv/LETTER_TILES).r;
|
||||||
|
}
|
||||||
|
|
||||||
|
// This returns two values: The first are gradients for the "raindrops" which move
|
||||||
|
// from top to bottom. This is used for fading the letters. The second value is set
|
||||||
|
// to one below each drop and to zero above it. This second value is used for fading
|
||||||
|
// the window texture.
|
||||||
|
vec2 getRain(vec2 fragCoord) {
|
||||||
|
vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
|
||||||
|
coords.x -= mod(coords.x, LETTER_SIZE);
|
||||||
|
|
||||||
|
float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
|
||||||
|
float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
|
||||||
|
|
||||||
|
float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
|
||||||
|
|
||||||
|
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
|
||||||
|
float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
|
||||||
|
|
||||||
|
return vec2(rainAlpha, windowAlpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
// Get a cool matrix effect. See comments for those methods above.
|
||||||
|
vec2 rain = getRain(cogl_tex_coord_in[0].st);
|
||||||
|
float text = getText(cogl_tex_coord_in[0].st);
|
||||||
|
|
||||||
|
// Get the window texture and fade it according to the effect mask.
|
||||||
|
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y;
|
||||||
|
|
||||||
|
// This is used to fade out the remaining trails in the end.
|
||||||
|
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
|
||||||
|
(1-FINAL_FADE_START_TIME), 0, 1);
|
||||||
|
float rainAlpha = finalFade * rain.x;
|
||||||
|
|
||||||
|
// Fade at window borders.
|
||||||
|
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
||||||
|
rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
|
||||||
|
rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
|
||||||
|
rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
|
||||||
|
rainAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
|
||||||
|
|
||||||
|
// Add the matrix effect to the window.
|
||||||
|
vec3 trailColor = vec3(${trailColor.red / 255},
|
||||||
|
${trailColor.green / 255},
|
||||||
|
${trailColor.blue / 255});
|
||||||
|
vec3 tipColor = vec3(${tipColor.red / 255},
|
||||||
|
${tipColor.green / 255},
|
||||||
|
${tipColor.blue / 255});
|
||||||
|
cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
|
||||||
|
|
||||||
|
// These are pretty useful for understanding how this works.
|
||||||
|
// cogl_color_out = vec4(vec3(text), 1);
|
||||||
|
// cogl_color_out = vec4(vec3(rain.x), 1);
|
||||||
|
// cogl_color_out = vec4(vec3(rain.y), 1);
|
||||||
|
}
|
||||||
|
`);
|
||||||
|
};
|
||||||
|
|
||||||
|
// This is overridden to bind the font texture for drawing. Sadly, this seems to be
|
||||||
|
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
|
||||||
|
// get_target() back then but this is not wrapped in GJS.
|
||||||
|
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
|
||||||
|
vfunc_paint_target(node, paint_context) {
|
||||||
|
const pipeline = this.get_pipeline();
|
||||||
|
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
|
||||||
|
this.set_uniform_value('uFontTexture', 1);
|
||||||
|
super.vfunc_paint_target(node, paint_context);
|
||||||
|
}
|
||||||
|
});
|
||||||
}
|
}
|
||||||
+140
-139
@@ -27,145 +27,6 @@ const utils = Me.imports.src.utils;
|
|||||||
|
|
||||||
let TRexShader = null;
|
let TRexShader = null;
|
||||||
|
|
||||||
if (utils.isInShellProcess()) {
|
|
||||||
|
|
||||||
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
|
|
||||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
|
||||||
|
|
||||||
|
|
||||||
TRexShader = GObject.registerClass({Properties: {}, Signals: {}},
|
|
||||||
class TRexShader extends Clutter.ShaderEffect {
|
|
||||||
_init(settings) {
|
|
||||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
|
||||||
|
|
||||||
// Load the claw texture. As the shader is re-created for each window animation,
|
|
||||||
// this texture is also re-created each time. This could be improved in the future!
|
|
||||||
// See assets/README.md for how this texture was created.
|
|
||||||
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
|
|
||||||
this._clawTexture = new Clutter.Image();
|
|
||||||
this._clawTexture.set_data(
|
|
||||||
clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width,
|
|
||||||
clawData.height, clawData.rowstride);
|
|
||||||
|
|
||||||
const color =
|
|
||||||
Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
|
|
||||||
|
|
||||||
this.set_shader_source(`
|
|
||||||
|
|
||||||
// Inject some common shader snippets.
|
|
||||||
${shaderSnippets.standardUniforms()}
|
|
||||||
${shaderSnippets.noise()}
|
|
||||||
|
|
||||||
// See assets/README.md for how this texture was created.
|
|
||||||
uniform sampler2D uClawTexture;
|
|
||||||
|
|
||||||
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
|
|
||||||
const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
|
|
||||||
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
|
|
||||||
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
|
|
||||||
const float FLASH_INTENSITY = 0.1;
|
|
||||||
const float MAX_SPAWN_TIME = 0.5; // Scratches will only start in the first half of the animation.
|
|
||||||
const float FF_TIME = 0.5; // Relative time for the final fade to transparency.
|
|
||||||
|
|
||||||
// This method generates a grid of randomly rotated, slightly shifted and scaled
|
|
||||||
// UV squares. It returns the texture coords of the UV square at the given actor
|
|
||||||
// coordinates. If these do not fall into one of the UV grids, the coordinates of
|
|
||||||
// the closest UV grid will be clamped and returned.
|
|
||||||
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
|
|
||||||
|
|
||||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
|
||||||
vec2 coords = texCoords + hash2D(seed);
|
|
||||||
coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
|
|
||||||
|
|
||||||
// Apply global scale.
|
|
||||||
coords *= gridScale;
|
|
||||||
|
|
||||||
// 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 scale = mix(0.8, 1.0, hash(cellID*seed*134.451));
|
|
||||||
float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129));
|
|
||||||
float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089));
|
|
||||||
float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837));
|
|
||||||
|
|
||||||
cellUV -= vec2(offsetX, offsetY);
|
|
||||||
cellUV /= scale;
|
|
||||||
|
|
||||||
cellUV -= 0.5;
|
|
||||||
cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
|
|
||||||
cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
|
|
||||||
cellUV += 0.5;
|
|
||||||
|
|
||||||
// Clamp resulting coordinates.
|
|
||||||
return clamp(cellUV, vec2(0), vec2(1));
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
|
|
||||||
// Warp the texture coordinates to create a blow-up effect.
|
|
||||||
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
|
|
||||||
float dist = length(coords);
|
|
||||||
coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5;
|
|
||||||
coords = mix(cogl_tex_coord_in[0].st, coords, uProgress);
|
|
||||||
|
|
||||||
// Accumulate several random scratches. The color in the scratch map refers to the
|
|
||||||
// relative time when the respective part will become invisible. Therefore we can
|
|
||||||
// add a value to make the scratch appear later.
|
|
||||||
float scratchMap = 1.0;
|
|
||||||
for (int i=0; i<NUM_CLAWS; ++i) {
|
|
||||||
vec2 uv = getClawUV(coords, 1.0/CLAW_SIZE, SEED*(i+1));
|
|
||||||
float delay = i/NUM_CLAWS * MAX_SPAWN_TIME;
|
|
||||||
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get the window texture. We shift the texture lookup by the local derivative of
|
|
||||||
// the claw texture in order to mimic some folding distortion.
|
|
||||||
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * uProgress * 0.5;
|
|
||||||
cogl_color_out = texture2D(uTexture, coords + offset);
|
|
||||||
|
|
||||||
// Hide scratched out parts.
|
|
||||||
cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
|
|
||||||
|
|
||||||
// Add colorful flashes.
|
|
||||||
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1;
|
|
||||||
if (flashIntensity < 0 || flashIntensity >= 1) {
|
|
||||||
flashIntensity = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 flashColor = vec3(${color.red / 255},
|
|
||||||
${color.green / 255},
|
|
||||||
${color.blue / 255}) * ${color.alpha / 255};
|
|
||||||
|
|
||||||
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), uProgress);
|
|
||||||
|
|
||||||
// Fade out the remaining shards.
|
|
||||||
float fade = smoothstep(0, 1, 1 - clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
|
|
||||||
cogl_color_out *= fade;
|
|
||||||
|
|
||||||
// These are pretty useful for understanding how this works.
|
|
||||||
// cogl_color_out = vec4(vec3(flashIntensity), 1);
|
|
||||||
// cogl_color_out = vec4(vec3(scratchMap), 1);
|
|
||||||
}
|
|
||||||
`);
|
|
||||||
};
|
|
||||||
|
|
||||||
// This is overridden to bind the claw texture for drawing. Sadly, this seems to be
|
|
||||||
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
|
|
||||||
// get_target() back then but this is not wrapped in GJS.
|
|
||||||
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
|
|
||||||
vfunc_paint_target(node, paint_context) {
|
|
||||||
const pipeline = this.get_pipeline();
|
|
||||||
pipeline.set_layer_texture(1, this._clawTexture.get_texture());
|
|
||||||
this.set_uniform_value('uClawTexture', 1);
|
|
||||||
super.vfunc_paint_target(node, paint_context);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
var TRexEffect = class TRexEffect {
|
var TRexEffect = class TRexEffect {
|
||||||
|
|
||||||
// ---------------------------------------------------------------------- static methods
|
// ---------------------------------------------------------------------- static methods
|
||||||
@@ -221,4 +82,144 @@ var TRexEffect = class TRexEffect {
|
|||||||
tweakTransition('scale-x', 1.0 + warp);
|
tweakTransition('scale-x', 1.0 + warp);
|
||||||
tweakTransition('scale-y', 1.0 + warp);
|
tweakTransition('scale-y', 1.0 + warp);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (utils.isInShellProcess()) {
|
||||||
|
|
||||||
|
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
|
||||||
|
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||||
|
|
||||||
|
|
||||||
|
TRexShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||||
|
class TRexShader extends Clutter.ShaderEffect {
|
||||||
|
_init(settings) {
|
||||||
|
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||||
|
|
||||||
|
// Load the claw texture. As the shader is re-created for each window animation,
|
||||||
|
// this texture is also re-created each time. This could be improved in the future!
|
||||||
|
// See assets/README.md for how this texture was created.
|
||||||
|
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
|
||||||
|
this._clawTexture = new Clutter.Image();
|
||||||
|
this._clawTexture.set_data(
|
||||||
|
clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width,
|
||||||
|
clawData.height, clawData.rowstride);
|
||||||
|
|
||||||
|
const color =
|
||||||
|
Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
|
||||||
|
|
||||||
|
this.set_shader_source(`
|
||||||
|
|
||||||
|
// Inject some common shader snippets.
|
||||||
|
${shaderSnippets.standardUniforms()}
|
||||||
|
${shaderSnippets.noise()}
|
||||||
|
|
||||||
|
// See assets/README.md for how this texture was created.
|
||||||
|
uniform sampler2D uClawTexture;
|
||||||
|
|
||||||
|
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
|
||||||
|
const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
|
||||||
|
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
|
||||||
|
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
|
||||||
|
const float FLASH_INTENSITY = 0.1;
|
||||||
|
const float MAX_SPAWN_TIME = 0.5; // Scratches will only start in the first half of the animation.
|
||||||
|
const float FF_TIME = 0.5; // Relative time for the final fade to transparency.
|
||||||
|
|
||||||
|
// This method generates a grid of randomly rotated, slightly shifted and scaled
|
||||||
|
// UV squares. It returns the texture coords of the UV square at the given actor
|
||||||
|
// coordinates. If these do not fall into one of the UV grids, the coordinates of
|
||||||
|
// the closest UV grid will be clamped and returned.
|
||||||
|
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
|
||||||
|
|
||||||
|
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||||
|
vec2 coords = texCoords + hash2D(seed);
|
||||||
|
coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
|
||||||
|
|
||||||
|
// Apply global scale.
|
||||||
|
coords *= gridScale;
|
||||||
|
|
||||||
|
// 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 scale = mix(0.8, 1.0, hash(cellID*seed*134.451));
|
||||||
|
float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129));
|
||||||
|
float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089));
|
||||||
|
float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837));
|
||||||
|
|
||||||
|
cellUV -= vec2(offsetX, offsetY);
|
||||||
|
cellUV /= scale;
|
||||||
|
|
||||||
|
cellUV -= 0.5;
|
||||||
|
cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
|
||||||
|
cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
|
||||||
|
cellUV += 0.5;
|
||||||
|
|
||||||
|
// Clamp resulting coordinates.
|
||||||
|
return clamp(cellUV, vec2(0), vec2(1));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
// Warp the texture coordinates to create a blow-up effect.
|
||||||
|
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
|
||||||
|
float dist = length(coords);
|
||||||
|
coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5;
|
||||||
|
coords = mix(cogl_tex_coord_in[0].st, coords, uProgress);
|
||||||
|
|
||||||
|
// Accumulate several random scratches. The color in the scratch map refers to the
|
||||||
|
// relative time when the respective part will become invisible. Therefore we can
|
||||||
|
// add a value to make the scratch appear later.
|
||||||
|
float scratchMap = 1.0;
|
||||||
|
for (int i=0; i<NUM_CLAWS; ++i) {
|
||||||
|
vec2 uv = getClawUV(coords, 1.0/CLAW_SIZE, SEED*(i+1));
|
||||||
|
float delay = i/NUM_CLAWS * MAX_SPAWN_TIME;
|
||||||
|
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get the window texture. We shift the texture lookup by the local derivative of
|
||||||
|
// the claw texture in order to mimic some folding distortion.
|
||||||
|
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * uProgress * 0.5;
|
||||||
|
cogl_color_out = texture2D(uTexture, coords + offset);
|
||||||
|
|
||||||
|
// Hide scratched out parts.
|
||||||
|
cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
|
||||||
|
|
||||||
|
// Add colorful flashes.
|
||||||
|
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1;
|
||||||
|
if (flashIntensity < 0 || flashIntensity >= 1) {
|
||||||
|
flashIntensity = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 flashColor = vec3(${color.red / 255},
|
||||||
|
${color.green / 255},
|
||||||
|
${color.blue / 255}) * ${color.alpha / 255};
|
||||||
|
|
||||||
|
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), uProgress);
|
||||||
|
|
||||||
|
// Fade out the remaining shards.
|
||||||
|
float fade = smoothstep(0, 1, 1 - clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
|
||||||
|
cogl_color_out *= fade;
|
||||||
|
|
||||||
|
// These are pretty useful for understanding how this works.
|
||||||
|
// cogl_color_out = vec4(vec3(flashIntensity), 1);
|
||||||
|
// cogl_color_out = vec4(vec3(scratchMap), 1);
|
||||||
|
}
|
||||||
|
`);
|
||||||
|
};
|
||||||
|
|
||||||
|
// This is overridden to bind the claw texture for drawing. Sadly, this seems to be
|
||||||
|
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
|
||||||
|
// get_target() back then but this is not wrapped in GJS.
|
||||||
|
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
|
||||||
|
vfunc_paint_target(node, paint_context) {
|
||||||
|
const pipeline = this.get_pipeline();
|
||||||
|
pipeline.set_layer_texture(1, this._clawTexture.get_texture());
|
||||||
|
this.set_uniform_value('uClawTexture', 1);
|
||||||
|
super.vfunc_paint_target(node, paint_context);
|
||||||
|
}
|
||||||
|
});
|
||||||
}
|
}
|
||||||
+63
-62
@@ -20,28 +20,81 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
|
|||||||
const utils = Me.imports.src.utils;
|
const utils = Me.imports.src.utils;
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// The TVEffectShader hides the actor by making it first transparent from top and //
|
// The TVShader hides the actor by making it first transparent from top and //
|
||||||
// bottom towards the middle and then hiding the resulting line from left and right //
|
// bottom towards the middle and then hiding the resulting line from left and right //
|
||||||
// towards the center. //
|
// towards the center. //
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
let TVEffectShader = null;
|
let TVShader = null;
|
||||||
|
|
||||||
|
|
||||||
|
var TVEffect = class TVEffect {
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------------- static methods
|
||||||
|
|
||||||
|
static getMinShellVersion() {
|
||||||
|
return [3, 36];
|
||||||
|
}
|
||||||
|
|
||||||
|
static getSettingsPrefix() {
|
||||||
|
return 'tv';
|
||||||
|
}
|
||||||
|
|
||||||
|
static getLabel() {
|
||||||
|
return 'TV Effect';
|
||||||
|
}
|
||||||
|
|
||||||
|
static initPreferences(dialog) {
|
||||||
|
|
||||||
|
dialog.getBuilder().add_from_resource(
|
||||||
|
`/ui/${utils.isGTK4() ? 'gtk4' : 'gtk3'}/tvPage.ui`);
|
||||||
|
|
||||||
|
// Bind all properties.
|
||||||
|
dialog.bindAdjustment('tv-animation-time');
|
||||||
|
dialog.bindColorButton('tv-effect-color');
|
||||||
|
|
||||||
|
const stack = dialog.getBuilder().get_object('main-stack');
|
||||||
|
stack.add_titled(dialog.getBuilder().get_object('tv-prefs'), 'tv', 'TV Effect');
|
||||||
|
}
|
||||||
|
|
||||||
|
static createShader(settings) {
|
||||||
|
return new TVShader(settings);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If there's a transition in progress, we re-target these transitions so that the
|
||||||
|
// window is neither scaled nor faded.
|
||||||
|
static tweakTransitions(actor, settings) {
|
||||||
|
const animationTime = settings.get_int('tv-animation-time');
|
||||||
|
|
||||||
|
const tweakTransition = (property, value) => {
|
||||||
|
const transition = actor.get_transition(property);
|
||||||
|
if (transition) {
|
||||||
|
transition.set_to(value);
|
||||||
|
transition.set_duration(animationTime);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
tweakTransition('opacity', 255);
|
||||||
|
tweakTransition('scale-x', 1);
|
||||||
|
tweakTransition('scale-y', 0.5);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
if (utils.isInShellProcess()) {
|
if (utils.isInShellProcess()) {
|
||||||
|
|
||||||
const Clutter = imports.gi.Clutter;
|
const Clutter = imports.gi.Clutter;
|
||||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||||
|
|
||||||
TVEffectShader = GObject.registerClass(
|
TVShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||||
{Properties: {}, Signals: {}}, class TVEffectShader extends Clutter.ShaderEffect {
|
class TVShader extends Clutter.ShaderEffect {
|
||||||
_init(settings) {
|
_init(settings) {
|
||||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||||
|
|
||||||
const color =
|
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
|
||||||
Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
|
|
||||||
|
|
||||||
this.set_shader_source(`
|
this.set_shader_source(`
|
||||||
|
|
||||||
// Inject some common shader snippets.
|
// Inject some common shader snippets.
|
||||||
${shaderSnippets.standardUniforms()}
|
${shaderSnippets.standardUniforms()}
|
||||||
@@ -94,58 +147,6 @@ if (utils.isInShellProcess()) {
|
|||||||
// cogl_color_out = vec4(vec3(mask), 1);
|
// cogl_color_out = vec4(vec3(mask), 1);
|
||||||
}
|
}
|
||||||
`);
|
`);
|
||||||
};
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
var TVEffect = class TVEffect {
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------- static methods
|
|
||||||
|
|
||||||
static getMinShellVersion() {
|
|
||||||
return [3, 36];
|
|
||||||
}
|
|
||||||
|
|
||||||
static getSettingsPrefix() {
|
|
||||||
return 'tv';
|
|
||||||
}
|
|
||||||
|
|
||||||
static getLabel() {
|
|
||||||
return 'TV Effect';
|
|
||||||
}
|
|
||||||
|
|
||||||
static initPreferences(dialog) {
|
|
||||||
|
|
||||||
dialog.getBuilder().add_from_resource(
|
|
||||||
`/ui/${utils.isGTK4() ? 'gtk4' : 'gtk3'}/tvPage.ui`);
|
|
||||||
|
|
||||||
// Bind all properties.
|
|
||||||
dialog.bindAdjustment('tv-animation-time');
|
|
||||||
dialog.bindColorButton('tv-effect-color');
|
|
||||||
|
|
||||||
const stack = dialog.getBuilder().get_object('main-stack');
|
|
||||||
stack.add_titled(dialog.getBuilder().get_object('tv-prefs'), 'tv', 'TV Effect');
|
|
||||||
}
|
|
||||||
|
|
||||||
static createShader(settings) {
|
|
||||||
return new TVEffectShader(settings);
|
|
||||||
}
|
|
||||||
|
|
||||||
// If there's a transition in progress, we re-target these transitions so that the
|
|
||||||
// window is neither scaled nor faded.
|
|
||||||
static tweakTransitions(actor, settings) {
|
|
||||||
const animationTime = settings.get_int('tv-animation-time');
|
|
||||||
|
|
||||||
const tweakTransition = (property, value) => {
|
|
||||||
const transition = actor.get_transition(property);
|
|
||||||
if (transition) {
|
|
||||||
transition.set_to(value);
|
|
||||||
transition.set_duration(animationTime);
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
});
|
||||||
tweakTransition('opacity', 255);
|
|
||||||
tweakTransition('scale-x', 1);
|
|
||||||
tweakTransition('scale-y', 0.5);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user