🚚 Move shader code to GLSL files
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+4
-101
@@ -145,7 +145,6 @@ var Matrix = class Matrix {
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl, 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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@@ -197,107 +196,11 @@ if (utils.isInShellProcess()) {
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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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vfunc_build_pipeline() {
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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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const decl =
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utils.loadGLSLResource(`/shaders/${Matrix.getNick()}-declarations.glsl`);
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const code = utils.loadGLSLResource(`/shaders/${Matrix.getNick()}.glsl`);
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uniform sampler2D uFontTexture;
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uniform vec3 uTrailColor;
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uniform vec3 uTipColor;
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uniform float uLetterSize;
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uniform float uRandomness;
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uniform float uOverShoot;
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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_FLICKER_SPEED = 2.0;
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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 * uSize;
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vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize;
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vec2 block = pixelCoords/uLetterSize - uv;
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// Choose random letter.
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uv += floor(hash22(floor(hash22(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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float column = cogl_tex_coord_in[0].x * uSize.x;
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column -= mod(column, uLetterSize);
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float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, uRandomness);
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float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
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float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSize.y*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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// Fade at window borders.
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
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// Add some variation to the drop start and end position.
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float shorten = fract(sin(column+42.0)*33.423) * mix(0.0, uOverShoot*0.25, uRandomness);
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rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
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rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
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if (uForOpening) {
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windowAlpha = 1.0 - windowAlpha;
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}
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return vec2(rainAlpha, windowAlpha);
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}
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`;
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const code = `
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vec2 coords = cogl_tex_coord_in[0].st;
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coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rainMask = getRain(coords);
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float textMask = getText(coords);
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// Get the window texture.
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cogl_color_out = texture2D(uTexture, coords);
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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 *= rainMask.y;
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// This is used to fade out the remaining trails in the end.
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float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
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(1-FINAL_FADE_START_TIME), 0, 1);
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float rainAlpha = finalFade * rainMask.x;
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// Add the matrix effect to the window.
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vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha+0.1, 4))), rainAlpha * textMask);
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cogl_color_out = alphaOver(cogl_color_out, text);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(textMask), 1);
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// cogl_color_out = vec4(vec3(rainMask.x), 1);
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// cogl_color_out = vec4(vec3(rainMask.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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// This is overridden to bind the font texture for drawing. Sadly, this seems to be
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