🚚 Move shader code to GLSL files

This commit is contained in:
Simon Schneegans
2022-05-13 08:27:09 +02:00
parent 77d5de7b8e
commit 46cc997e2a
43 changed files with 1303 additions and 1334 deletions
+4 -123
View File
@@ -136,7 +136,6 @@ var Hexagon = class Hexagon {
if (utils.isInShellProcess()) {
const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
// This is called when the effect is used for the first time. This can be used to
@@ -183,129 +182,11 @@ if (utils.isInShellProcess()) {
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const decl =
utils.loadGLSLResource(`/shaders/${Hexagon.getNick()}-declarations.glsl`);
const code = utils.loadGLSLResource(`/shaders/${Hexagon.getNick()}.glsl`);
// Feel free to read the inline comments below to learn how this shader works.
const declarations = `
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
uniform bool uAdditiveBlending;
uniform vec2 uSeed;
uniform float uScale;
uniform float uLineWidth;
uniform vec4 uGlowColor;
uniform vec4 uLineColor;
// This methods generates a procedural hexagonal pattern. It returns four values:
// result.xy: This contains cell-relative coordinates for the given point.
// [0, 0] is in the center of a cell, [0, 1] at the upper edge,
// [sqrt(4.0 / 3.0), 0] at the right tip and so on.
// result.z: This is the distance to the closest edge. This is used for shrinking
// of the tiles and the sharp overlay lines.
// result.w: This is the distance to the closest cell center. This is used for
// the glow effect.
vec4 getHexagons(vec2 p) {
// Length of a cell's edge.
const float edgeLength = sqrt(4.0 / 3.0);
// The hexgrid repeats after this distance.
const vec2 scale = vec2(3.0 * edgeLength, 2.0);
// This is a repeating grid of scale-sized cells. Y-values are in the
// interval [-1...1], X-value in [-1.5*edgeLength...1.5*edgeLength].
vec2 a = mod(p, scale) - scale * 0.5;
vec2 aAbs = abs(a);
// This is the same as above, but offset by half scale.
vec2 b = mod(p + scale * 0.5, scale) - scale * 0.5;
vec2 bAbs = abs(b);
// Distance to closer edge, diagonally or horizontally.
// Once for cell set A and once for cell set B.
float distA = max(aAbs.x / edgeLength + aAbs.y * 0.5, aAbs.y);
float distB = max(bAbs.x / edgeLength + bAbs.y * 0.5, bAbs.y);
// Minimum of both is distance to closest edge.
float dist = 1.0 - min(distA, distB);
// We use the radial distance to the center for glow.
float glow = min(dot(a, a), dot(b, b)) / 1.5;
// Take cell-relative coordinates from the closer cell.
vec2 cellCoords = distA < distB ? a : b;
return vec4(cellCoords, dist, glow);
}
`;
const code = `
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0-uProgress : uProgress;
// Add some smooth noise to the progress so that not every tile behaves the
// same.
float noise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
// glowProgress fades in in the first half of the animation, tileProgress fades
// in in the second half.
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
vec2 texScale = 0.1 * uSize / uScale;
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
if (tileProgress > hex.z) {
// Crop outer parts of the shrinking tiles.
cogl_color_out.a = 0.0;
} else {
// Make the tiles shrink by offsetting the texture lookup towards the edge
// of the cell.
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec4 glow = uGlowColor;
vec4 line = uLineColor;
// For the glow, we accumulate a few exponentially scaled versions of hex.w.
glow.a *= pow(hex.w, 20.0) * 10.0 +
pow(hex.w, 10.0) * 5.0 +
pow(hex.w, 2.0) * 0.5;
// Using step(uLineWidth, hex.z) would be simpler, but the below creates some
// fake antialiasing.
line.a *= 1.0 - smoothstep(uLineWidth*0.02*0.5, uLineWidth*0.02, hex.z);
// Fade in the glowing lines.
glow.a *= glowProgress;
line.a *= glowProgress;
// Do not add the hexagon lines onto transparent parts of the window.
glow *= cogl_color_out.a;
line *= cogl_color_out.a;
if (uAdditiveBlending) {
cogl_color_out.rgb += glow.rgb * glow.a;
cogl_color_out.rgb += line.rgb * line.a;
} else {
cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
}
}
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, decl, code, true);
}
});
}