♻️ 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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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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// ---------------------------------------------------------------------- static methods
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@@ -322,3 +188,138 @@ var FireEffect = class FireEffect {
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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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+57
-54
@@ -30,6 +30,61 @@ const utils = Me.imports.src.utils;
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let MatrixShader = null;
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var MatrixEffect = class MatrixEffect {
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// ---------------------------------------------------------------------- static methods
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static getMinShellVersion() {
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return [40, 0];
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}
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static getSettingsPrefix() {
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return 'matrix';
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}
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static getLabel() {
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return 'Matrix';
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}
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static initPreferences(dialog) {
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dialog.getBuilder().add_from_resource('/ui/gtk4/matrixPage.ui');
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// Bind all properties.
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dialog.bindAdjustment('matrix-animation-time');
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dialog.bindAdjustment('matrix-scale');
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dialog.bindAdjustment('matrix-randomness');
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dialog.bindColorButton('matrix-trail-color');
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dialog.bindColorButton('matrix-tip-color');
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(dialog.getBuilder().get_object('matrix-prefs'), 'matrix', 'Matrix');
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}
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static createShader(settings) {
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return new MatrixShader(settings);
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}
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// If there's a transition in progress, we re-target these transitions so that the
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// window is neither scaled nor faded.
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static tweakTransitions(actor, settings) {
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const animationTime = settings.get_int('matrix-animation-time');
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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}
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};
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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}
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}
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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@@ -100,8 +155,10 @@ float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
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float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
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float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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return vec2(rainAlpha, windowAlpha);
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}
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@@ -155,57 +212,3 @@ cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) *
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}
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});
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}
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var MatrixEffect = class MatrixEffect {
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// ---------------------------------------------------------------------- static methods
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static getMinShellVersion() {
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return [40, 0];
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}
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static getSettingsPrefix() {
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return 'matrix';
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}
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static getLabel() {
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return 'Matrix';
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}
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static initPreferences(dialog) {
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dialog.getBuilder().add_from_resource('/ui/gtk4/matrixPage.ui');
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// Bind all properties.
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dialog.bindAdjustment('matrix-animation-time');
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dialog.bindAdjustment('matrix-scale');
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dialog.bindAdjustment('matrix-randomness');
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dialog.bindColorButton('matrix-trail-color');
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dialog.bindColorButton('matrix-tip-color');
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(dialog.getBuilder().get_object('matrix-prefs'), 'matrix', 'Matrix');
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}
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static createShader(settings) {
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return new MatrixShader(settings);
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}
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// If there's a transition in progress, we re-target these transitions so that the
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// window is neither scaled nor faded.
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static tweakTransitions(actor, settings) {
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const animationTime = settings.get_int('matrix-animation-time');
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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}
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};
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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}
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}
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+58
-57
@@ -27,6 +27,64 @@ const utils = Me.imports.src.utils;
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let TRexShader = null;
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var TRexEffect = class TRexEffect {
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// ---------------------------------------------------------------------- static methods
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static getMinShellVersion() {
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return [40, 0];
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}
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static getSettingsPrefix() {
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return 'trex';
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}
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static getLabel() {
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return 'T-Rex Attack';
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}
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static initPreferences(dialog) {
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dialog.getBuilder().add_from_resource('/ui/gtk4/trexPage.ui');
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// Bind all properties.
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dialog.bindAdjustment('trex-animation-time');
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dialog.bindColorButton('claw-scratch-color');
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dialog.bindAdjustment('claw-scratch-scale');
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dialog.bindAdjustment('claw-scratch-count');
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dialog.bindAdjustment('claw-scratch-warp');
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(
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dialog.getBuilder().get_object('trex-prefs'), 'trex', 'T-Rex Attack');
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}
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static createShader(settings) {
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return new TRexShader(settings);
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}
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// If there's a transition in progress, we re-target these transitions so that the
|
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// window is neither scaled nor faded.
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||||
static tweakTransitions(actor, settings) {
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const animationTime = settings.get_int('trex-animation-time');
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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}
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};
|
||||
|
||||
const warp = 0.5 * settings.get_double('claw-scratch-warp');
|
||||
|
||||
tweakTransition('opacity', 255);
|
||||
tweakTransition('scale-x', 1.0 + warp);
|
||||
tweakTransition('scale-y', 1.0 + warp);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (utils.isInShellProcess()) {
|
||||
|
||||
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
|
||||
@@ -165,60 +223,3 @@ cogl_color_out *= fade;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
var TRexEffect = class TRexEffect {
|
||||
|
||||
// ---------------------------------------------------------------------- static methods
|
||||
|
||||
static getMinShellVersion() {
|
||||
return [40, 0];
|
||||
}
|
||||
|
||||
static getSettingsPrefix() {
|
||||
return 'trex';
|
||||
}
|
||||
|
||||
static getLabel() {
|
||||
return 'T-Rex Attack';
|
||||
}
|
||||
|
||||
static initPreferences(dialog) {
|
||||
|
||||
dialog.getBuilder().add_from_resource('/ui/gtk4/trexPage.ui');
|
||||
|
||||
// Bind all properties.
|
||||
dialog.bindAdjustment('trex-animation-time');
|
||||
dialog.bindColorButton('claw-scratch-color');
|
||||
dialog.bindAdjustment('claw-scratch-scale');
|
||||
dialog.bindAdjustment('claw-scratch-count');
|
||||
dialog.bindAdjustment('claw-scratch-warp');
|
||||
|
||||
const stack = dialog.getBuilder().get_object('main-stack');
|
||||
stack.add_titled(
|
||||
dialog.getBuilder().get_object('trex-prefs'), 'trex', 'T-Rex Attack');
|
||||
}
|
||||
|
||||
static createShader(settings) {
|
||||
return new TRexShader(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('trex-animation-time');
|
||||
|
||||
const tweakTransition = (property, value) => {
|
||||
const transition = actor.get_transition(property);
|
||||
if (transition) {
|
||||
transition.set_to(value);
|
||||
transition.set_duration(animationTime);
|
||||
}
|
||||
};
|
||||
|
||||
const warp = 0.5 * settings.get_double('claw-scratch-warp');
|
||||
|
||||
tweakTransition('opacity', 255);
|
||||
tweakTransition('scale-x', 1.0 + warp);
|
||||
tweakTransition('scale-y', 1.0 + warp);
|
||||
}
|
||||
}
|
||||
+59
-58
@@ -20,26 +20,79 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
|
||||
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 //
|
||||
// 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()) {
|
||||
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
|
||||
TVEffectShader = GObject.registerClass(
|
||||
{Properties: {}, Signals: {}}, class TVEffectShader extends Clutter.ShaderEffect {
|
||||
TVShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||
class TVShader extends Clutter.ShaderEffect {
|
||||
_init(settings) {
|
||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||
|
||||
const color =
|
||||
Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
|
||||
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
|
||||
|
||||
this.set_shader_source(`
|
||||
|
||||
@@ -97,55 +150,3 @@ if (utils.isInShellProcess()) {
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
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