🚚 Move shader code to GLSL files
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+4
-111
@@ -140,7 +140,6 @@ var TRexAttack = class TRexAttack {
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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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@@ -190,117 +189,11 @@ 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 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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${shaderSnippets.compositing()}
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const decl =
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utils.loadGLSLResource(`/shaders/${TRexAttack.getNick()}-declarations.glsl`);
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const code = utils.loadGLSLResource(`/shaders/${TRexAttack.getNick()}.glsl`);
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// See assets/README.md for how this texture was created.
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uniform sampler2D uClawTexture;
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uniform vec4 uFlashColor;
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uniform vec2 uSeed;
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uniform float uClawSize;
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uniform float uNumClaws;
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uniform float uWarpIntensity;
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const float FLASH_INTENSITY = 0.1;
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const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation.
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const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
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// This method generates a grid of randomly rotated, slightly shifted and scaled
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// UV squares. It returns the texture coords of the UV square at the given actor
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// coordinates. If these do not fall into one of the UV grids, the coordinates of
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// the closest UV grid will be clamped and returned.
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vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = texCoords + hash22(seed);
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coords *= uSize.x < uSize.y ? vec2(1.0, 1.0 * uSize.y / uSize.x) : vec2(1.0 * uSize.x / uSize.y, 1.0);
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// Apply global scale.
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coords *= gridScale;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float scale = mix(0.8, 1.0, hash12(cellID*seed*134.451));
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float offsetX = mix(0.0, 1.0 - scale, hash12(cellID*seed*54.4129));
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float offsetY = mix(0.0, 1.0 - scale, hash12(cellID*seed*25.3089));
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float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID*seed*2.99837));
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cellUV -= vec2(offsetX, offsetY);
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cellUV /= scale;
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cellUV -= 0.5;
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cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
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cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
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cellUV += 0.5;
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// Clamp resulting coordinates.
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return clamp(cellUV, vec2(0), vec2(1));
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}
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`;
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const code = `
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float progress = uForOpening ? 1.0-uProgress : uProgress;
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// Warp the texture coordinates to create a blow-up effect.
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vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
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float dist = length(coords);
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coords = (coords/dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
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coords = mix(cogl_tex_coord_in[0].st, coords, progress);
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// Accumulate several random scratches. The color in the scratch map refers to the
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// relative time when the respective part will become invisible. Therefore we can
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// add a value to make the scratch appear later.
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float scratchMap = 1.0;
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for (int i=0; i<uNumClaws; ++i) {
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vec2 uv = getClawUV(coords, 1.0/uClawSize, uSeed*(i+1));
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float delay = i/uNumClaws * MAX_SPAWN_TIME;
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scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
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}
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// Get the window texture. We shift the texture lookup by the local derivative of
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// the claw texture in order to mimic some folding distortion.
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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cogl_color_out = texture2D(uTexture, coords + offset);
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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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// Add colorful flashes.
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
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if (flashIntensity < 0 || flashIntensity >= 1) {
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flashIntensity = 0;
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}
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// Hide flashes where there is now window.
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vec4 flash = uFlashColor;
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flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
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// Hide scratched out parts.
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cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
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// Add flash color.
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cogl_color_out = alphaOver(cogl_color_out, flash);
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// Fade out the remaining shards.
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float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
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cogl_color_out.a *= sqrt(1-fadeProgress*fadeProgress);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(flashIntensity), 1);
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// cogl_color_out = vec4(vec3(scratchMap), 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 claw texture for drawing. Sadly, this seems to be
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