🎉 Add initial matrix shader
This commit is contained in:
@@ -0,0 +1,263 @@
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After Width: | Height: | Size: 15 KiB |
+10
-2
@@ -13,7 +13,7 @@
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'use strict';
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const {Clutter} = imports.gi;
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const {Clutter, Gio} = imports.gi;
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const Workspace = imports.ui.workspace.Workspace;
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const WindowManager = imports.ui.windowManager.WindowManager;
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@@ -23,6 +23,7 @@ const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.common.utils;
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const FireShader = Me.imports.src.extension.FireShader.FireShader;
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const MatrixShader = Me.imports.src.extension.MatrixShader.MatrixShader;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This extensions modifies the window-close animation to look like the window was set //
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@@ -39,6 +40,10 @@ class Extension {
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// from GNOME Tweaks, when you log in or when the screen is unlocked.
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enable() {
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// Load all of our resources.
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this._resources = Gio.Resource.load(Me.path + '/resources/burn-my-windows.gresource');
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Gio.resources_register(this._resources);
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// Store a reference to the settings object.
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this._settings = ExtensionUtils.getSettings();
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@@ -127,7 +132,7 @@ class Extension {
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tweakTransition('scale-y', 1);
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// Instead, we add a cool shader to our window actor!
|
||||
const shader = new FireShader(this._settings);
|
||||
const shader = new MatrixShader(this._settings);
|
||||
actor.add_effect(shader);
|
||||
|
||||
// Update uniforms at each frame.
|
||||
@@ -144,6 +149,9 @@ class Extension {
|
||||
// Tweaks, when you log out or when the screen locks.
|
||||
disable() {
|
||||
|
||||
// Unregister our resources.
|
||||
Gio.resources_unregister(this._resources);
|
||||
|
||||
// Restore the original behavior.
|
||||
global.window_manager.disconnect(this._destroyConnection);
|
||||
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 203 KiB |
@@ -44,7 +44,6 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
${shaderSnippets.noise()}
|
||||
${shaderSnippets.effectMask()}
|
||||
|
||||
// These may be configurable in the future.
|
||||
const float EDGE_FADE = 70;
|
||||
@@ -78,7 +77,45 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||
return colors[4];
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
// This method requires the uniforms from standardUniforms() to be available.
|
||||
// It returns two values: The first is an alpha value which can be used for the window
|
||||
// texture. This gradually dissolves the window from top to bottom. The second can be used
|
||||
// to mask any effect, it will be most opaque where the window is currently fading and
|
||||
// gradually dissolve to zero over time.
|
||||
// hideTime: A value in [0..1]. It determines the percentage of the animation which
|
||||
// is spent for hiding the window. 1-hideTime will be spent thereafter for
|
||||
// dissolving the effect mask.
|
||||
// fadeWidth: The relative size of the window-hiding gradient in [0..1].
|
||||
// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
|
||||
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
|
||||
float burnProgress = clamp(uProgress/hideTime, 0, 1);
|
||||
float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
|
||||
|
||||
// Gradient from top to bottom.
|
||||
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
|
||||
|
||||
// Visible part of the window. Gradually dissolves towards the bottom.
|
||||
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
|
||||
|
||||
// Gradient from top burning window.
|
||||
float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
|
||||
|
||||
// Fade-out when the window burned down.
|
||||
if (uProgress > hideTime) {
|
||||
effectMask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2);
|
||||
}
|
||||
|
||||
// Fade at window borders.
|
||||
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
||||
effectMask *= clamp(pos.x / edgeFadeWidth, 0, 1);
|
||||
effectMask *= clamp(pos.y / edgeFadeWidth, 0, 1);
|
||||
effectMask *= clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1);
|
||||
effectMask *= clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1);
|
||||
|
||||
return vec2(windowMask, effectMask);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
// Get a noise value which moves vertically in time.
|
||||
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
|
||||
|
||||
@@ -0,0 +1,120 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
'use strict';
|
||||
|
||||
const {Clutter, GObject, GdkPixbuf, Cogl} = imports.gi;
|
||||
|
||||
const ExtensionUtils = imports.misc.extensionUtils;
|
||||
const Me = imports.misc.extensionUtils.getCurrentExtension();
|
||||
const shaderSnippets = Me.imports.src.extension.shaderSnippets;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
|
||||
class MatrixShader extends Clutter.ShaderEffect {
|
||||
_init(settings) {
|
||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||
|
||||
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
|
||||
this._fontTexture = new Clutter.Image();
|
||||
this._fontTexture.set_data(
|
||||
fontData.get_pixels(),
|
||||
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
|
||||
fontData.width, fontData.height, fontData.rowstride);
|
||||
|
||||
// This is roughly based on https://www.shadertoy.com/view/ldccW4 (CC-BY-NC-SA).
|
||||
this.set_shader_source(`
|
||||
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
${shaderSnippets.noise()}
|
||||
|
||||
uniform sampler2D uFontTexture;
|
||||
|
||||
// These may be configurable in the future.
|
||||
const float EDGE_FADE = 30;
|
||||
const float FADE_WIDTH = 50;
|
||||
const float TRAIL_LENGTH = 0.2;
|
||||
const float FINAL_FADE_START_TIME = 0.8;
|
||||
const float LETTER_TILES = 16.0;
|
||||
const float LETTER_SIZE = 16.0;
|
||||
const float BRIGHTNESS_BOOST = 2;
|
||||
const float RANDOMNESS = 1.0;
|
||||
|
||||
float getText(vec2 fragCoord) {
|
||||
vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
|
||||
vec2 uv = mod(coords.xy, LETTER_SIZE)/LETTER_SIZE;
|
||||
vec2 block = coords/LETTER_SIZE - uv;
|
||||
|
||||
// scale the letters up a bit
|
||||
uv = uv*.8+.1;
|
||||
|
||||
// bring back into 0-1 range
|
||||
uv += floor(rand2(block/512 + uTime*.0000001)*LETTER_TILES);
|
||||
uv /= LETTER_TILES;
|
||||
|
||||
// flip letters horizontally
|
||||
uv.x = -uv.x+1.0;
|
||||
return texture2D(uFontTexture, uv).r;
|
||||
}
|
||||
|
||||
vec2 getRain(vec2 fragCoord) {
|
||||
vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
|
||||
coords.x -= mod(coords.x, LETTER_SIZE);
|
||||
|
||||
float delay = abs(sin(coords.x * 3.0)) * mix(0.0, 1.0, RANDOMNESS);
|
||||
float speed = cos(coords.x * 7.0) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
|
||||
|
||||
float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
|
||||
return vec2(distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0,
|
||||
clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 color = vec3(0.1,1,0.35);
|
||||
|
||||
// Get a cool matrix effect.
|
||||
vec2 rain = getRain(cogl_tex_coord_in[0].st);
|
||||
float text = getText(cogl_tex_coord_in[0].st);
|
||||
|
||||
// Get the window texture and fade it according to the effect mask.
|
||||
float windowAlpha = 1 - rain.y;
|
||||
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * windowAlpha;
|
||||
|
||||
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/(1-FINAL_FADE_START_TIME), 0, 1);
|
||||
float textAlpha = finalFade * rain.x * BRIGHTNESS_BOOST;
|
||||
|
||||
|
||||
// Fade at window borders.
|
||||
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
||||
textAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
|
||||
textAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
|
||||
textAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
|
||||
textAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
|
||||
|
||||
// Add the fire to the window.
|
||||
cogl_color_out.rgb += color * textAlpha * text;
|
||||
}
|
||||
`);
|
||||
};
|
||||
|
||||
vfunc_paint_target(node, paint_context) {
|
||||
const pipeline = this.get_pipeline();
|
||||
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
|
||||
this.set_uniform_value('uFontTexture', 1);
|
||||
super.vfunc_paint_target(node, paint_context);
|
||||
}
|
||||
});
|
||||
@@ -81,45 +81,3 @@ function noise() {
|
||||
}
|
||||
`;
|
||||
}
|
||||
|
||||
// This method requires the uniforms from standardUniforms() to be available.
|
||||
// It returns two values: The first is an alpha value which can be used for the window
|
||||
// texture. This gradually dissolves the window from top to bottom. The second can be used
|
||||
// to mask any effect, it will be most opaque where the window is currently fading and
|
||||
// gradually dissolve to zero over time.
|
||||
// hideTime: A value in [0..1]. It determines the percentage of the animation which
|
||||
// is spent for hiding the window. 1-hideTime will be spent thereafter for
|
||||
// dissolving the effect mask.
|
||||
// fadeWidth: The relative size of the window-hiding gradient in [0..1].
|
||||
// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
|
||||
function effectMask() {
|
||||
return `
|
||||
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
|
||||
float burnProgress = clamp(uProgress/hideTime, 0, 1);
|
||||
float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
|
||||
|
||||
// Gradient from top to bottom.
|
||||
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
|
||||
|
||||
// Visible part of the window. Gradually dissolves towards the bottom.
|
||||
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
|
||||
|
||||
// Gradient from top burning window.
|
||||
float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
|
||||
|
||||
// Fade-out when the window burned down.
|
||||
if (uProgress > hideTime) {
|
||||
effectMask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2);
|
||||
}
|
||||
|
||||
// Fade at window borders.
|
||||
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
|
||||
effectMask *= clamp(pos.x / edgeFadeWidth, 0, 1);
|
||||
effectMask *= clamp(pos.y / edgeFadeWidth, 0, 1);
|
||||
effectMask *= clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1);
|
||||
effectMask *= clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1);
|
||||
|
||||
return vec2(windowMask, effectMask);
|
||||
}
|
||||
`;
|
||||
}
|
||||
Reference in New Issue
Block a user