🔧 Use uDuration instead of uTime
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@@ -91,7 +91,7 @@ Please study this code carefully, all of it is explained with inline comments.
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uTime: A steadily increasing value in seconds.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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+3
-3
@@ -502,14 +502,14 @@ class Extension {
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actor.add_effect_with_name('burn-my-windows-effect', shader);
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// Set one-time uniforms.
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shader.beginAnimation(this._settings, forOpening, actor);
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shader.beginAnimation(this._settings, forOpening, duration * 0.001, actor);
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// Set other uniforms each frame.
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transition.connect('new-frame', (t) => {
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if (testMode) {
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shader.updateAnimation(0.5, 0.001 * duration * 0.5);
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shader.updateAnimation(0.5);
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} else {
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shader.updateAnimation(t.get_progress(), 0.001 * t.get_elapsed_time());
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shader.updateAnimation(t.get_progress());
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}
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});
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@@ -22,7 +22,7 @@
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uTime: A steadily increasing value in seconds.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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@@ -37,6 +37,7 @@
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uniform float forOpening;
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uniform sampler2D sampler;
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uniform float uDuration;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform float animationProgress;
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@@ -69,6 +70,7 @@ void setOutputColor(vec4 outColor) {
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uniform float forOpening;
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uniform sampler2D sampler;
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uniform float uDuration;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform float animationProgress;
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@@ -102,7 +104,7 @@ void setOutputColor(vec4 outColor) {
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uTime;
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uniform float uDuration;
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uniform vec2 uSize;
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uniform float uPadding;
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@@ -70,14 +70,14 @@ void main() {
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scaledUV /= uScale;
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// Add molecule particles.
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vec2 uv = scaledUV + vec2(0, 0.1 * uTime);
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vec2 uv = scaledUV + vec2(0, 0.1 * uProgress * uDuration);
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uv *= 0.010598 * vec2(0.5 * uSize.x, uSize.y);
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float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uTime))), 3.0);
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float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uProgress * uDuration))), 3.0);
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// Add more molecule particles.
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for (int i = 1; i <= 3; ++i) {
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vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize;
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float atoms = simplex3D(vec3(uv, 2.0 * uTime / i));
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float atoms = simplex3D(vec3(uv, 2.0 * uProgress * uDuration / i));
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particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2);
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}
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@@ -100,7 +100,7 @@ void main() {
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// Add glimmering atoms.
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vec2 atomUV = iTexCoord.st + vec2(0, -0.025 * progress / SHOWER_TIME);
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atomUV *= 0.2 * uSize / uScale;
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float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
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float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0);
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oColor.rgb += uColor * atoms * masks.z;
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oColor.a += atoms * masks.z;
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@@ -90,10 +90,12 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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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 = iTexCoord.st * uSize / vec2(400, 600) / uScale;
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uv.y += uTime * uMovementSpeed;
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uv.y += uProgress * uDuration * uMovementSpeed;
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float noise = u3DNoise ? simplex3DFractal(vec3(uv * 4.0, uTime * uMovementSpeed * 1.5))
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: simplex2DFractal(uv * 4.0);
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float noise =
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u3DNoise
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? simplex3DFractal(vec3(uv * 4.0, uProgress * uDuration * uMovementSpeed * 1.5))
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: simplex2DFractal(uv * 4.0);
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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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@@ -36,7 +36,7 @@ float getText(vec2 fragCoord) {
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// Choose random letter.
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uv += floor(hash22(floor(hash22(block) * vec2(12.9898, 78.233) +
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LETTER_FLICKER_SPEED * uTime + 42.254)) *
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LETTER_FLICKER_SPEED * uProgress * uDuration + 42.254)) *
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LETTER_TILES);
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return texture2D(uFontTexture, uv / LETTER_TILES).r;
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@@ -47,7 +47,8 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
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float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
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vec2 offset = vec2(sin(speed * (uTime + 1)) * roundness, cos(speed * (uTime + 1)));
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vec2 offset = vec2(sin(speed * (uProgress * uDuration + 1)) * roundness,
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cos(speed * (uProgress * uDuration + 1)));
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offset *= 0.5 - 0.5 * radius / gridSize;
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset.x * sin(rotation) + offset.y * cos(rotation));
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+10
-11
@@ -48,7 +48,7 @@ var Shader = GObject.registerClass(
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Signals: {
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'begin-animation':
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{param_types: [Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, Clutter.Actor.$gtype]},
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'update-animation': {param_types: [GObject.TYPE_DOUBLE, GObject.TYPE_DOUBLE]}
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'update-animation': {param_types: [GObject.TYPE_DOUBLE]}
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}
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},
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class Shader extends Shell.GLSLEffect { // --------------------------------------------
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@@ -68,17 +68,16 @@ var Shader = GObject.registerClass(
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// Store standard uniform locations.
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uProgress = this.get_uniform_location('uProgress');
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this._uTime = this.get_uniform_location('uTime');
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this._uDuration = this.get_uniform_location('uDuration');
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this._uSize = this.get_uniform_location('uSize');
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this._uPadding = this.get_uniform_location('uPadding');
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}
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// This is called once each time the shader is used.
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beginAnimation(settings, forOpening, actor) {
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beginAnimation(settings, forOpening, duration, actor) {
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// Reset progress values.
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// Reset progress value.
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this._progress = 0;
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this._time = 0;
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// This is not necessarily symmetric, but I haven't figured out a way to
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// get the actual values...
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@@ -86,17 +85,18 @@ var Shader = GObject.registerClass(
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this.set_uniform_float(this._uPadding, 1, [padding]);
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uDuration, 1, [duration]);
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this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
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this.emit('begin-animation', settings, forOpening, actor);
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}
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// This is called at each frame during the animation.
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updateAnimation(progress, time) {
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// Store the current time and progress values. The corresponding signal is emitted
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// each frame in vfunc_paint_target.
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updateAnimation(progress) {
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// Store the current progress value. The corresponding signal is emitted each frame
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// in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
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// by handlers must not have been created yet.
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this._progress = progress;
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this._time = time;
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}
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// This is called by the constructor. This means, it's only called when the
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@@ -121,9 +121,8 @@ var Shader = GObject.registerClass(
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// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
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// the handler. This could still be null if called from the updateAnimation() above.
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vfunc_paint_target(...params) {
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this.emit('update-animation', this._progress, this._time);
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this.emit('update-animation', this._progress);
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this.set_uniform_float(this._uProgress, 1, [this._progress]);
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this.set_uniform_float(this._uTime, 1, [this._time]);
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super.vfunc_paint_target(...params);
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}
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