🔧 Fix memory leaks of more effects
This commit is contained in:
+123
-67
@@ -29,8 +29,16 @@ const utils = Me.imports.src.utils;
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// documentation of vfunc_paint_target further down in this file. //
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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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// This texture will be loaded when the effect is used for the first time.
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let fontTexture = null;
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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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@@ -82,9 +90,21 @@ var Matrix = class Matrix {
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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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@@ -106,6 +126,13 @@ var Matrix = class Matrix {
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'scale-y': {from: yScale, to: yScale, mode: 1}
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};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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freeShaders = [];
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fontTexture = null;
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}
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}
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@@ -117,38 +144,74 @@ var Matrix = class Matrix {
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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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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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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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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// store all required uniform locations.
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_init() {
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super._init();
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// Load the font texture. As the shader is re-created for each window animation,
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// this texture is also re-created each time. This could be improved in the future!
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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this._fontTexture = new Clutter.Image();
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this._fontTexture.set_data(
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fontData.get_pixels(),
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.width, fontData.height, fontData.rowstride);
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// Load the font texture.
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if (fontTexture == null) {
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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fontTexture = new Clutter.Image();
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fontTexture.set_data(
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fontData.get_pixels(),
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.width, fontData.height, fontData.rowstride);
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}
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const trailColor =
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Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
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const tipColor =
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Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uFontTexture = this.get_uniform_location('uFontTexture');
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this._uTrailColor = this.get_uniform_location('uTrailColor');
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this._uTipColor = this.get_uniform_location('uTipColor');
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this._uLetterSize = this.get_uniform_location('uLetterSize');
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this._uRandomness = this.get_uniform_location('uRandomness');
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this._uOverShoot = this.get_uniform_location('uOverShoot');
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}
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// The technique for this effect was inspired by
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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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this.set_shader_source(`
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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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const c1 = Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
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const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
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this.set_uniform_float(this._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
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this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]);
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this.set_uniform_float(this._uRandomness, 1, [settings.get_double('matrix-randomness')]);
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this.set_uniform_float(this._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
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// clang-format on
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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 is means it's only called when the effect
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// is used for the first time. The technique for this effect was inspired by
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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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uniform bool uForOpening;
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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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@@ -156,16 +219,13 @@ if (utils.isInShellProcess()) {
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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_SIZE = ${settings.get_int('matrix-scale')};
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const float LETTER_FLICKER_SPEED = 2.0;
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const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
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const float OVERSHOOT = ${settings.get_double('matrix-overshoot')};
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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 * vec2(uSizeX, uSizeY);
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vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
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vec2 block = pixelCoords/LETTER_SIZE - uv;
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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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@@ -179,10 +239,10 @@ if (utils.isInShellProcess()) {
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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 * uSizeX;
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column -= mod(column, LETTER_SIZE);
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column -= mod(column, uLetterSize);
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float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, RANDOMNESS);
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float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
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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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@@ -193,59 +253,55 @@ if (utils.isInShellProcess()) {
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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, OVERSHOOT*0.25, RANDOMNESS);
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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 ${forOpening ? '1' : '0'}
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if (uForOpening) {
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windowAlpha = 1.0 - windowAlpha;
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#endif
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}
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return vec2(rainAlpha, windowAlpha);
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}
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`;
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void main() {
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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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vec2 coords = cogl_tex_coord_in[0].st;
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coords.y = coords.y * (OVERSHOOT + 1.0) - OVERSHOOT * 0.5;
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rain = getRain(coords);
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float text = getText(coords);
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rain = getRain(coords);
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float text = getText(coords);
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, coords) * rain.y;
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, coords) * rain.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 * rain.x;
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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 * rain.x;
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// Add the matrix effect to the window.
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cogl_color_out.rgb += mix(uTrailColor, uTipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
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// Add the matrix effect to the window.
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vec3 trailColor = vec3(${trailColor.red / 255},
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${trailColor.green / 255},
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${trailColor.blue / 255});
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vec3 tipColor = vec3(${tipColor.red / 255},
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${tipColor.green / 255},
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${tipColor.blue / 255});
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cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(text), 1);
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// cogl_color_out = vec4(vec3(rain.x), 1);
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// cogl_color_out = vec4(vec3(rain.y), 1);
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`;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(text), 1);
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// cogl_color_out = vec4(vec3(rain.x), 1);
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// cogl_color_out = vec4(vec3(rain.y), 1);
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}
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`);
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this.set_uniform_value('uFontTexture', 1);
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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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// This is overridden to bind the font texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
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// get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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this.get_pipeline().set_layer_texture(1, this._fontTexture.get_texture());
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const pipeline = this.get_pipeline();
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pipeline.set_layer_texture(1, fontTexture.get_texture());
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pipeline.set_uniform_1i(this._uFontTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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