🚚 Move shader code to GLSL files
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+3
-122
@@ -243,7 +243,6 @@ var Fire = class Fire {
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if (utils.isInShellProcess()) {
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const {Clutter, Shell} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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@@ -291,128 +290,10 @@ if (utils.isInShellProcess()) {
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// This is called by the constructor. This means, it's only called when the effect
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// is used for the first time.
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vfunc_build_pipeline() {
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const decl = utils.loadGLSLResource(`/shaders/${Fire.getNick()}-declarations.glsl`);
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const code = utils.loadGLSLResource(`/shaders/${Fire.getNick()}.glsl`);
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const declarations = `
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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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${shaderSnippets.edgeMask()}
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${shaderSnippets.compositing()}
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uniform bool u3DNoise;
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uniform float uScale;
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uniform float uMovementSpeed;
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uniform vec4 uGradient1;
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uniform vec4 uGradient2;
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uniform vec4 uGradient3;
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uniform vec4 uGradient4;
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uniform vec4 uGradient5;
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// These may be configurable in the future.
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const float EDGE_FADE = 70;
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const float FADE_WIDTH = 0.1;
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const float HIDE_TIME = 0.4;
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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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vec4 colors[5] = vec4[](
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uGradient1,
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uGradient2,
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uGradient3,
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uGradient4,
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uGradient5
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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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effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
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if (uForOpening) {
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windowMask = 1.0 - windowMask;
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}
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return vec2(windowMask, effectMask);
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}
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`;
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const code = `
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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 * uSize / vec2(400, 600) / uScale;
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uv.y += uTime * 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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// 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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// Get the window texture.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// Fade the window according to the effect mask.
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cogl_color_out.a *= effectMask.x;
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// Add the fire to the window.
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cogl_color_out = alphaOver(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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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, decl, code, true);
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}
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});
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}
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