Merge branch 'main' into feature/transporter
This commit is contained in:
@@ -16,7 +16,8 @@ Effect | Preview
|
||||
**Matrix** <br> Turn your windows into a shower of green letters! The color is actually configurable. <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/matrix.gif" />
|
||||
**T-Rex Attack** <br> Destroy your windows with a series of violent slashes! <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/trex.gif" />
|
||||
**TV-Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" />
|
||||
**Your Effect!** <br> The extension is very modular and with a bit of creativity and GLSL knowledge, you can easily create your own effects. | [A tutorial for creating custom effects is available here.](docs/how-to-create-new-effects.md)
|
||||
**Wisps** <br> Let your windows be carried away to the realm of dreams by these little fairies! | <img src ="docs/pics/wisps.gif" />
|
||||
**Your Effect!** <br> The extension is very modular and with a bit of creativity and GLSL knowledge, [you can easily create your own effects](docs/how-to-create-new-effects.md). | [](docs/how-to-create-new-effects.md)
|
||||
|
||||
|
||||
## 💞 These People _love_ this Extension
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#### New Features
|
||||
|
||||
* **Random effects!** You can now select a set of effects of which one will be chosen randomly whenever you close a window. **This changes how effects are selected, so you will have to re-select your desired effect(s)**.
|
||||
* **New Effect: Wisps.** These little fairies carry your windows to the realm of dreams!
|
||||
* Each effect has its own "Animation Time" setting now. The global animation time has been replaced by those, so **you may have to adjust the sliders to match your previous settings**.
|
||||
|
||||
#### Other Enhancements
|
||||
@@ -16,6 +17,7 @@
|
||||
* The **layout of the settings dialog** has been reworked to make it easier to expand it in the future.
|
||||
* The lower limit of the **animation time of the TV Effect** has been reduced.
|
||||
* The T-Rex-Attack effect is not shown in fully transparent regions of a window any more.
|
||||
* The shaders now use a different noise implementation which produces better 3D noise.
|
||||
|
||||
#### Fixes
|
||||
|
||||
|
||||
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After Width: | Height: | Size: 38 KiB |
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After Width: | Height: | Size: 821 KiB |
@@ -32,6 +32,7 @@ const ALL_EFFECTS = [
|
||||
Me.imports.src.TOSTransporterEffect.TOSTransporterEffect,
|
||||
Me.imports.src.TNGTransporterEffect.TNGTransporterEffect,
|
||||
Me.imports.src.TVEffect.TVEffect,
|
||||
Me.imports.src.WispsEffect.WispsEffect,
|
||||
];
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -27,6 +27,7 @@ const ALL_EFFECTS = [
|
||||
Me.imports.src.TOSTransporterEffect.TOSTransporterEffect,
|
||||
Me.imports.src.TNGTransporterEffect.TNGTransporterEffect,
|
||||
Me.imports.src.TVEffect.TVEffect,
|
||||
Me.imports.src.WispsEffect.WispsEffect,
|
||||
];
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -0,0 +1,127 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<interface>
|
||||
|
||||
<object class="GtkAdjustment" id="wisps-animation-time">
|
||||
<property name="upper">10000</property>
|
||||
<property name="lower">500</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
|
||||
<object class="GtkBox" id="wisps-prefs">
|
||||
<property name="orientation">vertical</property>
|
||||
<property name="margin-start">60</property>
|
||||
<property name="margin-end">60</property>
|
||||
<property name="margin-top">60</property>
|
||||
<property name="margin-bottom">60</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkFrame">
|
||||
<child>
|
||||
<object class="GtkListBox">
|
||||
<property name="selection-mode">none</property>
|
||||
<style>
|
||||
<class name="rich-list" />
|
||||
</style>
|
||||
|
||||
<child>
|
||||
<object class="GtkListBoxRow">
|
||||
<property name="margin-start">10</property>
|
||||
<property name="margin-end">10</property>
|
||||
<property name="margin-top">10</property>
|
||||
<property name="margin-bottom">10</property>
|
||||
<property name="activatable">0</property>
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<property name="spacing">8</property>
|
||||
<child>
|
||||
<object class="GtkLabel">
|
||||
<property name="label" translatable="yes">Animation Time [ms]</property>
|
||||
<property name="xalign">0</property>
|
||||
<property name="halign">start</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="hexpand">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="halign">end</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">wisps-animation-time</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-wisps-animation-time">
|
||||
<child>
|
||||
<object class="GtkImage">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="icon-size">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<property name="tooltip-text">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkListBoxRow">
|
||||
<property name="margin-start">10</property>
|
||||
<property name="margin-end">10</property>
|
||||
<property name="margin-top">10</property>
|
||||
<property name="margin-bottom">10</property>
|
||||
<property name="activatable">0</property>
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<child>
|
||||
<object class="GtkLabel">
|
||||
<property name="label" translatable="yes">Color</property>
|
||||
<property name="xalign">0</property>
|
||||
<property name="halign">start</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="hexpand">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="wisps-color">
|
||||
<property name="use_alpha">0</property>
|
||||
<property name="show_editor">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-wisps-color">
|
||||
<child>
|
||||
<object class="GtkImage">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="icon-size">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<property name="tooltip-text">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
|
||||
</object>
|
||||
|
||||
</interface>
|
||||
@@ -0,0 +1,109 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<interface>
|
||||
|
||||
<object class="GtkBox" id="wisps-prefs">
|
||||
<property name="orientation">vertical</property>
|
||||
<property name="margin-start">60</property>
|
||||
<property name="margin-end">60</property>
|
||||
<property name="margin-top">60</property>
|
||||
<property name="margin-bottom">60</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkFrame">
|
||||
<child>
|
||||
<object class="GtkListBox">
|
||||
<property name="selection-mode">none</property>
|
||||
<property name="show-separators">1</property>
|
||||
<style>
|
||||
<class name="rich-list" />
|
||||
</style>
|
||||
|
||||
<child>
|
||||
<object class="GtkListBoxRow">
|
||||
<property name="activatable">0</property>
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<child>
|
||||
<object class="GtkLabel">
|
||||
<property name="label" translatable="yes">Animation Time [ms]</property>
|
||||
<property name="xalign">0</property>
|
||||
<property name="halign">start</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="hexpand">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="halign">end</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="wisps-animation-time">
|
||||
<property name="upper">10000</property>
|
||||
<property name="lower">500</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-wisps-animation-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="tooltip-text">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkListBoxRow">
|
||||
<property name="activatable">0</property>
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<child>
|
||||
<object class="GtkLabel">
|
||||
<property name="label" translatable="yes">Color</property>
|
||||
<property name="xalign">0</property>
|
||||
<property name="halign">start</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="hexpand">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="wisps-color">
|
||||
<property name="use_alpha">0</property>
|
||||
<property name="show_editor">1</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-wisps-color">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="tooltip-text">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
|
||||
</object>
|
||||
|
||||
</interface>
|
||||
@@ -88,7 +88,7 @@
|
||||
</key>
|
||||
|
||||
<key name="matrix-animation-time" type="i">
|
||||
<default>2000</default>
|
||||
<default>3000</default>
|
||||
<summary>Matrix Animation Time</summary>
|
||||
<description>The time the matrix effect takes.</description>
|
||||
</key>
|
||||
@@ -223,6 +223,28 @@
|
||||
<description>The color of the effect.</description>
|
||||
</key>
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- Wisps Effect Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="wisps-close-effect" type="b">
|
||||
<default>false</default>
|
||||
<summary>Wisps Close Effect</summary>
|
||||
<description>Use the wisps effect for window closing.</description>
|
||||
</key>
|
||||
|
||||
<key name="wisps-animation-time" type="i">
|
||||
<default>2000</default>
|
||||
<summary>Wisps Animation Time</summary>
|
||||
<description>The time the wisps effect takes.</description>
|
||||
</key>
|
||||
|
||||
<key name="wisps-color" type="s">
|
||||
<default>"rgb(255, 100, 200)"</default>
|
||||
<summary>Wisps Effect Color</summary>
|
||||
<description>The color of the wisps effect.</description>
|
||||
</key>
|
||||
|
||||
</schema>
|
||||
|
||||
</schemalist>
|
||||
+2
-2
@@ -323,9 +323,9 @@ if (utils.isInShellProcess()) {
|
||||
uv.y += uTime * FIRE_SPEED;
|
||||
|
||||
#if ${settings.get_boolean('flame-3d-noise') ? 1 : 0}
|
||||
float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*3.0), 5);
|
||||
float noise = simplex3DFractal(vec3(uv*4.0, uTime*FIRE_SPEED*1.5));
|
||||
#else
|
||||
float noise = noise2D(uv * 7.5, 5);
|
||||
float noise = simplex2DFractal(uv * 4.0);
|
||||
#endif
|
||||
|
||||
// Modulate noise by effect mask.
|
||||
|
||||
+1
-1
@@ -165,7 +165,7 @@ if (utils.isInShellProcess()) {
|
||||
vec2 block = pixelCoords/LETTER_SIZE - uv;
|
||||
|
||||
// Choose random letter.
|
||||
uv += floor(hash2D(floor(hash2D(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
|
||||
uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
|
||||
|
||||
return texture2D(uFontTexture, uv/LETTER_TILES).r;
|
||||
}
|
||||
|
||||
+5
-5
@@ -159,7 +159,7 @@ if (utils.isInShellProcess()) {
|
||||
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
|
||||
|
||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||
vec2 coords = texCoords + hash2D(seed);
|
||||
vec2 coords = texCoords + hash22(seed);
|
||||
coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
|
||||
|
||||
// Apply global scale.
|
||||
@@ -172,10 +172,10 @@ if (utils.isInShellProcess()) {
|
||||
vec2 cellID = coords-cellUV + vec2(362.456);
|
||||
|
||||
// Add random rotation, scale and offset to each grid cell.
|
||||
float scale = mix(0.8, 1.0, hash(cellID*seed*134.451));
|
||||
float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129));
|
||||
float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089));
|
||||
float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837));
|
||||
float scale = mix(0.8, 1.0, hash12(cellID*seed*134.451));
|
||||
float offsetX = mix(0.0, 1.0 - scale, hash12(cellID*seed*54.4129));
|
||||
float offsetY = mix(0.0, 1.0 - scale, hash12(cellID*seed*25.3089));
|
||||
float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID*seed*2.99837));
|
||||
|
||||
cellUV -= vec2(offsetX, offsetY);
|
||||
cellUV /= scale;
|
||||
|
||||
@@ -0,0 +1,220 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
'use strict';
|
||||
|
||||
const GObject = imports.gi.GObject;
|
||||
|
||||
const ExtensionUtils = imports.misc.extensionUtils;
|
||||
const Me = imports.misc.extensionUtils.getCurrentExtension();
|
||||
const utils = Me.imports.src.utils;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effect lets your windows be carried to the realm of dreams by some little //
|
||||
// fairies. It's implemented with several overlaid grids of randomly moving points. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The shader class for this effect is registered further down in this file.
|
||||
let Shader = null;
|
||||
|
||||
// The effect class is completely static. It can be used to get some metadata (like the
|
||||
// effect's name or supported GNOME Shell versions), to initialize the respective page of
|
||||
// the settings dialog, as well as to create the actual shader for the effect.
|
||||
var WispsEffect = class WispsEffect {
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
// The effect is available on all GNOME Shell versions supported by this extension.
|
||||
static getMinShellVersion() {
|
||||
return [3, 36];
|
||||
}
|
||||
|
||||
// This will be called in various places where a unique identifier for this effect is
|
||||
// required. It should match the prefix of the settings keys which store whether the
|
||||
// effect is enabled currently (e.g. the '*-close-effect').
|
||||
static getNick() {
|
||||
return 'wisps';
|
||||
}
|
||||
|
||||
// This will be shown in the sidebar of the preferences dialog as well as in the
|
||||
// drop-down menus where the user can choose the effect.
|
||||
static getLabel() {
|
||||
return 'Wisps';
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------- API for prefs.js
|
||||
|
||||
// This is called by the preferences dialog. It loads the settings page for this effect,
|
||||
// binds all properties to the settings and appends the page to the main stack of the
|
||||
// preferences dialog.
|
||||
static initPreferences(dialog) {
|
||||
|
||||
// Add the settings page to the builder.
|
||||
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/wispsPage.ui`);
|
||||
|
||||
// Bind all properties.
|
||||
dialog.bindAdjustment('wisps-animation-time');
|
||||
dialog.bindColorButton('wisps-color');
|
||||
|
||||
// Finally, append the settings page to the main stack.
|
||||
const stack = dialog.getBuilder().get_object('main-stack');
|
||||
stack.add_titled(
|
||||
dialog.getBuilder().get_object('wisps-prefs'), WispsEffect.getNick(),
|
||||
WispsEffect.getLabel());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// This is called from extension.js whenever a window is closed with this effect.
|
||||
static createShader(settings) {
|
||||
return new Shader(settings);
|
||||
}
|
||||
|
||||
// This is also called from extension.js. It is used to tweak the ongoing transitions of
|
||||
// the actor - usually windows are faded to transparency and scaled down slightly by
|
||||
// GNOME Shell. Here, we modify this behavior as well as the transition duration.
|
||||
static tweakTransitions(actor, settings) {
|
||||
const animationTime = settings.get_int('wisps-animation-time');
|
||||
|
||||
const tweakTransition = (property, value) => {
|
||||
const transition = actor.get_transition(property);
|
||||
if (transition) {
|
||||
transition.set_to(value);
|
||||
transition.set_duration(animationTime);
|
||||
}
|
||||
};
|
||||
|
||||
// We re-target these transitions so that the window is not faded but scaled down a
|
||||
// tiny bit.
|
||||
tweakTransition('opacity', 255);
|
||||
tweakTransition('scale-x', 0.9);
|
||||
tweakTransition('scale-y', 0.9);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// The shader class for this effect will only be registered in GNOME Shell's process //
|
||||
// (not in the preferences process). It's done this way as Clutter may not be installed //
|
||||
// on the system and therefore the preferences would crash. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
if (utils.isInShellProcess()) {
|
||||
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
|
||||
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
|
||||
_init(settings) {
|
||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||
|
||||
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
|
||||
|
||||
this.set_shader_source(`
|
||||
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
${shaderSnippets.noise()}
|
||||
|
||||
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
|
||||
const float WISPS_RADIUS = 20.0;
|
||||
const float WISPS_SPEED = 10.0;
|
||||
const float WISPS_SPACING = 40 + WISPS_RADIUS;
|
||||
const int WISPS_LAYERS = 8;
|
||||
const float WISPS_IN_TIME = 0.5;
|
||||
const float WINDOW_OUT_TIME = 1.0;
|
||||
|
||||
// Returns a grid of randomly moving points. Each grid cell contains one point which
|
||||
// moves on an ellipse.
|
||||
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
|
||||
|
||||
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
|
||||
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
|
||||
|
||||
// Apply global scale.
|
||||
coords /= gridSize;
|
||||
|
||||
// Get grid cell coordinates in [0..1].
|
||||
vec2 cellUV = mod(coords, vec2(1));
|
||||
|
||||
// This is unique for each cell.
|
||||
vec2 cellID = coords-cellUV + vec2(362.456);
|
||||
|
||||
// Add random rotation, scale and offset to each grid cell.
|
||||
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
|
||||
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
|
||||
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
|
||||
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
|
||||
|
||||
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
|
||||
offset *= 0.5 - 0.5 * radius / gridSize;
|
||||
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
|
||||
offset.x * sin(rotation) + offset.y * cos(rotation));
|
||||
|
||||
cellUV += offset;
|
||||
|
||||
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
|
||||
float dist = length(cellUV - 0.5) * gridSize / radius;
|
||||
if (dist < 1.0) {
|
||||
return min(10, 0.01 / pow(dist, 2.0));
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
// Get the color of the window.
|
||||
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
|
||||
vec4 effectColor = vec4(${color.red / 255},
|
||||
${color.green / 255},
|
||||
${color.blue / 255}, 1.0) * windowColor.a;
|
||||
|
||||
// Compute several layers of moving wisps.
|
||||
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, uProgress) + 0.5;
|
||||
float wisps = 0;
|
||||
for (int i=0; i<WISPS_LAYERS; ++i) {
|
||||
wisps += getWisps(uv*0.3, WISPS_SPACING, SEED * (i+1));
|
||||
}
|
||||
|
||||
// Compute shrinking edge mask.
|
||||
float edgeFadeWidth = mix(0.01, 0.5, uProgress);
|
||||
float mask = 1.0;
|
||||
mask *= smoothstep(0.0, 1.0, cogl_tex_coord_in[0].x / edgeFadeWidth);
|
||||
mask *= smoothstep(0.0, 1.0, cogl_tex_coord_in[0].y / edgeFadeWidth);
|
||||
mask *= smoothstep(0.0, 1.0, (1.0 - cogl_tex_coord_in[0].x) / edgeFadeWidth);
|
||||
mask *= smoothstep(0.0, 1.0, (1.0 - cogl_tex_coord_in[0].y) / edgeFadeWidth);
|
||||
|
||||
// Compute three different progress values.
|
||||
float wispsIn = smoothstep(0, 1, clamp(uProgress/WISPS_IN_TIME, 0, 1));
|
||||
float wispsOut = smoothstep(0, 1, clamp((uProgress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
|
||||
float windowOut = smoothstep(0, 1, clamp(uProgress/WINDOW_OUT_TIME, 0, 1));
|
||||
|
||||
// Use a noise function to dissolve the window.
|
||||
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
|
||||
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0));
|
||||
cogl_color_out = windowColor * windowMask * mask;
|
||||
|
||||
// Add the wisps.
|
||||
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * effectColor * mask;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
// cogl_color_out = vec4(vec3(windowMask), 1.0);
|
||||
// cogl_color_out = vec4(vec3(wisps), 1.0);
|
||||
// cogl_color_out = vec4(vec3(noise), 1.0);
|
||||
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
|
||||
}
|
||||
`);
|
||||
};
|
||||
});
|
||||
}
|
||||
+187
-64
@@ -33,93 +33,216 @@ function standardUniforms() {
|
||||
`;
|
||||
}
|
||||
|
||||
// These noise algorithms are based on implementations by Inigo Quilez which are
|
||||
// available under the MIT License.
|
||||
// https://www.shadertoy.com/view/lsf3WH
|
||||
// https://www.shadertoy.com/view/4sfGzS
|
||||
// https://www.shadertoy.com/view/Xsl3Dl
|
||||
// https://www.shadertoy.com/view/Msf3WH
|
||||
// These noise algorithms are based on implementations by various authors from
|
||||
// shadertoy.com, which are all available under the MIT License. See the respective links
|
||||
// in the comments below.
|
||||
function noise() {
|
||||
return `
|
||||
|
||||
vec2 hash2D(vec2 p) {
|
||||
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
|
||||
return fract(sin(p) * 43758.5453123);
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Hash without Sine //
|
||||
// MIT License, https://www.shadertoy.com/view/4djSRW //
|
||||
// Copyright (c) 2014 David Hoskins. //
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// 1 out, 1 in...
|
||||
float hash11(float p) {
|
||||
p = fract(p * .1031);
|
||||
p *= p + 33.33;
|
||||
p *= p + p;
|
||||
return fract(p);
|
||||
}
|
||||
|
||||
vec3 hash3D(vec3 p) {
|
||||
p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
|
||||
dot(p, vec3(269.5, 183.3, 246.1)),
|
||||
dot(p, vec3(113.5, 271.9, 124.6)));
|
||||
|
||||
return fract(sin(p) * 43758.5453123);
|
||||
// 1 out, 2 in...
|
||||
float hash12(vec2 p) {
|
||||
vec3 p3 = fract(vec3(p.xyx) * .1031);
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
float hash(vec2 p) {
|
||||
p = floor(p);
|
||||
p = 50.0 * fract(p * 0.3183099 + vec2(0.71, 0.113));
|
||||
return fract(p.x * p.y * (p.x + p.y));
|
||||
// 1 out, 3 in...
|
||||
float hash13(vec3 p3) {
|
||||
p3 = fract(p3 * .1031);
|
||||
p3 += dot(p3, p3.zyx + 31.32);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
float hash(vec3 p) {
|
||||
p = fract(p * 0.3183099 + 0.1) * 17.0;
|
||||
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
|
||||
// 2 out, 1 in...
|
||||
vec2 hash21(float p) {
|
||||
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.xx+p3.yz)*p3.zy);
|
||||
}
|
||||
|
||||
float noise2D(vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
return mix(mix(hash(i + vec2(0.0, 0.0)),
|
||||
hash(i + vec2(1.0, 0.0)), u.x),
|
||||
mix(hash(i + vec2(0.0, 1.0)),
|
||||
hash(i + vec2(1.0, 1.0)), u.x), u.y);
|
||||
// 2 out, 2 in...
|
||||
vec2 hash22(vec2 p) {
|
||||
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
|
||||
p3 += dot(p3, p3.yzx+33.33);
|
||||
return fract((p3.xx+p3.yz)*p3.zy);
|
||||
}
|
||||
|
||||
float noise3D(vec3 p) {
|
||||
vec3 i = floor(p);
|
||||
vec3 f = fract(p);
|
||||
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
return mix(mix(mix(hash(i+vec3(0, 0 ,0)),
|
||||
hash(i+vec3(1, 0 ,0)), f.x),
|
||||
mix(hash(i+vec3(0, 1 ,0)),
|
||||
hash(i+vec3(1, 1 ,0)), f.x), f.y),
|
||||
mix(mix(hash(i+vec3(0, 0 ,1)),
|
||||
hash(i+vec3(1, 0 ,1)), f.x),
|
||||
mix(hash(i+vec3(0, 1 ,1)),
|
||||
hash(i+vec3(1, 1 ,1)), f.x),f.y), f.z);
|
||||
// 2 out, 3 in...
|
||||
vec2 hash23(vec3 p3) {
|
||||
p3 = fract(p3 * vec3(.1031, .1030, .0973));
|
||||
p3 += dot(p3, p3.yzx+33.33);
|
||||
return fract((p3.xx+p3.yz)*p3.zy);
|
||||
}
|
||||
|
||||
float noise2D(vec2 p, int octaves) {
|
||||
mat2 m = mat2( 1.6, 1.2,
|
||||
-1.2, 1.6);
|
||||
// 3 out, 1 in...
|
||||
vec3 hash31(float p) {
|
||||
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
|
||||
p3 += dot(p3, p3.yzx+33.33);
|
||||
return fract((p3.xxy+p3.yzz)*p3.zyx);
|
||||
}
|
||||
|
||||
float f = 0;
|
||||
// 3 out, 2 in...
|
||||
vec3 hash32(vec2 p) {
|
||||
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
|
||||
p3 += dot(p3, p3.yxz+33.33);
|
||||
return fract((p3.xxy+p3.yzz)*p3.zyx);
|
||||
}
|
||||
|
||||
for (int i=1; i<=octaves; ++i) {
|
||||
f += noise2D(p) / pow(2, i);
|
||||
p = m * p;
|
||||
}
|
||||
// 3 out, 3 in...
|
||||
vec3 hash33(vec3 p3) {
|
||||
p3 = fract(p3 * vec3(.1031, .1030, .0973));
|
||||
p3 += dot(p3, p3.yxz+33.33);
|
||||
return fract((p3.xxy + p3.yxx)*p3.zyx);
|
||||
}
|
||||
|
||||
// 4 out, 1 in...
|
||||
vec4 hash41(float p) {
|
||||
vec4 p4 = fract(vec4(p) * vec4(.1031, .1030, .0973, .1099));
|
||||
p4 += dot(p4, p4.wzxy+33.33);
|
||||
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
|
||||
}
|
||||
|
||||
// 4 out, 2 in...
|
||||
vec4 hash42(vec2 p) {
|
||||
vec4 p4 = fract(vec4(p.xyxy) * vec4(.1031, .1030, .0973, .1099));
|
||||
p4 += dot(p4, p4.wzxy+33.33);
|
||||
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
|
||||
}
|
||||
|
||||
// 4 out, 3 in...
|
||||
vec4 hash43(vec3 p) {
|
||||
vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
|
||||
p4 += dot(p4, p4.wzxy+33.33);
|
||||
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
|
||||
}
|
||||
|
||||
// 4 out, 4 in...
|
||||
vec4 hash44(vec4 p4) {
|
||||
p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099));
|
||||
p4 += dot(p4, p4.wzxy+33.33);
|
||||
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 2D Simplex Noise //
|
||||
// MIT License, https://www.shadertoy.com/view/Msf3WH //
|
||||
// Copyright © 2013 Inigo Quilez //
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
float simplex2D(vec2 p) {
|
||||
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
|
||||
const float K2 = 0.211324865; // (3-sqrt(3))/6;
|
||||
|
||||
vec2 i = floor( p + (p.x+p.y)*K1 );
|
||||
vec2 a = p - i + (i.x+i.y)*K2;
|
||||
float m = step(a.y,a.x);
|
||||
vec2 o = vec2(m,1.0-m);
|
||||
vec2 b = a - o + K2;
|
||||
vec2 c = a - 1.0 + 2.0*K2;
|
||||
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
|
||||
vec3 n = h*h*h*h*vec3( dot(a,-1.0 + 2.0 * hash22(i+0.0)),
|
||||
dot(b,-1.0 + 2.0 * hash22(i+o)),
|
||||
dot(c,-1.0 + 2.0 * hash22(i+1.0)));
|
||||
return 0.5 + 0.5 * dot( n, vec3(70.0) );
|
||||
}
|
||||
|
||||
float simplex2DFractal(vec2 p) {
|
||||
mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
|
||||
float f = 0.5000*simplex2D( p ); p = m*p;
|
||||
f += 0.2500*simplex2D( p ); p = m*p;
|
||||
f += 0.1250*simplex2D( p ); p = m*p;
|
||||
f += 0.0625*simplex2D( p ); p = m*p;
|
||||
|
||||
return f;
|
||||
}
|
||||
|
||||
float noise3D(vec3 p, int octaves) {
|
||||
const mat3 m = mat3( 0.00, 0.80, 0.60,
|
||||
-0.80, 0.36, -0.48,
|
||||
-0.60, -0.48, 0.64);
|
||||
float f = 0;
|
||||
|
||||
for (int i=1; i<=octaves; ++i) {
|
||||
f += noise3D(p) / pow(2, i);
|
||||
p = m * p * 2.01;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 3D Simplex Noise //
|
||||
// MIT License, https://www.shadertoy.com/view/XsX3zB //
|
||||
// Copyright © 2013 Nikita Miropolskiy //
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
return f;
|
||||
float simplex3D(vec3 p) {
|
||||
|
||||
// skew constants for 3D simplex functions
|
||||
const float F3 = 0.3333333;
|
||||
const float G3 = 0.1666667;
|
||||
|
||||
// 1. find current tetrahedron T and it's four vertices
|
||||
// s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices
|
||||
// x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertice
|
||||
|
||||
// calculate s and x
|
||||
vec3 s = floor(p + dot(p, vec3(F3)));
|
||||
vec3 x = p - s + dot(s, vec3(G3));
|
||||
|
||||
// calculate i1 and i2
|
||||
vec3 e = step(vec3(0.0), x - x.yzx);
|
||||
vec3 i1 = e*(1.0 - e.zxy);
|
||||
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
|
||||
|
||||
// x1, x2, x3
|
||||
vec3 x1 = x - i1 + G3;
|
||||
vec3 x2 = x - i2 + 2.0*G3;
|
||||
vec3 x3 = x - 1.0 + 3.0*G3;
|
||||
|
||||
// 2. find four surflets and store them in d
|
||||
vec4 w, d;
|
||||
|
||||
// calculate surflet weights
|
||||
w.x = dot(x, x);
|
||||
w.y = dot(x1, x1);
|
||||
w.z = dot(x2, x2);
|
||||
w.w = dot(x3, x3);
|
||||
|
||||
// w fades from 0.6 at the center of the surflet to 0.0 at the margin
|
||||
w = max(0.6 - w, 0.0);
|
||||
|
||||
// calculate surflet components
|
||||
d.x = dot(-0.5 + hash33(s), x);
|
||||
d.y = dot(-0.5 + hash33(s + i1), x1);
|
||||
d.z = dot(-0.5 + hash33(s + i2), x2);
|
||||
d.w = dot(-0.5 + hash33(s + 1.0), x3);
|
||||
|
||||
// multiply d by w^4
|
||||
w *= w;
|
||||
w *= w;
|
||||
d *= w;
|
||||
|
||||
// 3. return the sum of the four surflets
|
||||
return dot(d, vec4(52.0)) * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
|
||||
// directional artifacts can be reduced by rotating each octave
|
||||
float simplex3DFractal(vec3 m) {
|
||||
|
||||
// const matrices for 3D rotation
|
||||
const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
|
||||
const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
|
||||
const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
|
||||
|
||||
return 0.5333333*simplex3D(m*rot1)
|
||||
+0.2666667*simplex3D(2.0*m*rot2)
|
||||
+0.1333333*simplex3D(4.0*m*rot3)
|
||||
+0.0666667*simplex3D(8.0*m);
|
||||
}
|
||||
|
||||
`;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user