📝 Update tutorial
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@@ -101,6 +101,8 @@ Please study this code carefully, all of it is explained with inline comments.
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const GObject = imports.gi.GObject;
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const _ = imports.gettext.domain('burn-my-windows').gettext;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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@@ -110,8 +112,13 @@ const utils = Me.imports.src.utils;
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// <- Please add a description of your effect here -> //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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let Shader = null;
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -136,7 +143,7 @@ var SimpleFade = class SimpleFade {
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return 'Simple Fade Effect';
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return _('Simple Fade Effect');
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}
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// -------------------------------------------------------------------- API for prefs.js
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@@ -151,9 +158,21 @@ var SimpleFade = class SimpleFade {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(actor, settings, forOpening) {
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return new Shader(settings, forOpening);
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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@@ -184,15 +203,35 @@ var SimpleFade = class SimpleFade {
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const Shell = imports.gi.Shell;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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this.set_shader_source(`
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uFadeWidth = this.get_uniform_location('uFadeWidth');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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// configuration from the settings and update all uniforms accordingly.
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setUniforms(actor, settings, forOpening) {
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uFadeWidth, 1, [settings.get_double('simple-fade-width')]);
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}
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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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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// The code below injects some standard uniforms which will be updated during the
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// animation. This includes:
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// uTexture: Contains the texture of the window.
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@@ -202,29 +241,30 @@ if (utils.isInShellProcess()) {
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// uSizeY: The vertical size of uTexture in pixels.
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${shaderSnippets.standardUniforms()}
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// The width of the fading effect is directly loaded from the settings.
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const float FADE_WIDTH = ${settings.get_double('simple-fade-width')};
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// The width of the fading effect is loaded from the settings.
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uniform float uFadeWidth;
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`;
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void main() {
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const code = `
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// Get the color from the window texture.
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Get the color from the window texture.
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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// Radial distance from window edge to the window's center.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
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// Radial distance from window edge to the window's center.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
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// This gradually dissolves from [1..0] from the outside to the center. We
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// switch the direction for opening and closing.
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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float mask = (1.0 - progress * (1.0 + uFadeWidth) - dist + uFadeWidth) / uFadeWidth;
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// This gradually dissolves from [1..0] from the outside to the center. We
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// switch the direction for opening and closing.
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float progress = ${forOpening ? '1.0 - uProgress' : 'uProgress'};
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float mask = (1.0 - progress * (1.0 + FADE_WIDTH) - dist + FADE_WIDTH) / FADE_WIDTH;
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// Make the mask smoother.
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mask = smoothstep(0, 1, mask);
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// Make the mask smoother.
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mask = smoothstep(0, 1, mask);
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// Set the final output color. This uses premultiplied alpha.
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cogl_color_out = windowColor * mask;
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`;
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// Set the final output color. This uses premultiplied alpha.
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cogl_color_out = windowColor * mask;
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}
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`);
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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};
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});
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}
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