🔧 Fix memory leaks of more effects
This commit is contained in:
+138
-82
@@ -31,8 +31,16 @@ 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 dustTexture = 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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@@ -81,9 +89,21 @@ var SnapOfDisintegration = class SnapOfDisintegration {
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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(actor, 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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@@ -104,6 +124,13 @@ var SnapOfDisintegration = class SnapOfDisintegration {
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'scale-y': {from: 1.2, to: 1.2, 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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dustTexture = null;
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}
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}
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@@ -115,118 +142,146 @@ var SnapOfDisintegration = class SnapOfDisintegration {
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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(actor, 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 dust 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 dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
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this._dustTexture = new Clutter.Image();
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this._dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
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dustData.width, dustData.height, dustData.rowstride);
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// Load the dust texture.
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if (dustTexture == null) {
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const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
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dustTexture = new Clutter.Image();
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dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
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dustData.width, dustData.height, dustData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uDustTexture = this.get_uniform_location('uDustTexture');
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this._uDustColor = this.get_uniform_location('uDustColor');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uDustScale = this.get_uniform_location('uDustScale');
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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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// The dust particles will fade to this color over time.
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const color = Clutter.Color.from_string(settings.get_string('snap-color'))[1];
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const c = Clutter.Color.from_string(settings.get_string('snap-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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this.set_shader_source(`
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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._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]);
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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.
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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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${shaderSnippets.math2D()}
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uniform bool uForOpening;
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uniform sampler2D uDustTexture;
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uniform vec4 uDustColor;
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uniform vec2 uSeed;
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uniform float uDustScale;
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float DUST_SCALE = ${settings.get_double('snap-scale')};
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const float DUST_LAYERS = 4;
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const float GROW_INTENSITY = 0.05;
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const float SHRINK_INTENSITY = 0.05;
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const float WIND_INTENSITY = 0.05;
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const float ACTOR_SCALE = 1.2;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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const vec4 DUST_COLOR = vec4(${color.red / 255}, ${color.green / 255},
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${color.blue / 255}, ${color.alpha / 255});
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void main() {
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`;
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// We simply inverse the progress for opening windows.
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float progress = ${forOpening ? 'uProgress' : '1.0 - uProgress'};
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const code = `
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? uProgress : 1.0 - uProgress;
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float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
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progress = 2.0 - gradient - 2.0 * progress;
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progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + SEED) * 2.0);
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progress = pow(max(0, progress), 2.0);
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float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
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progress = 2.0 - gradient - 2.0 * progress;
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progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0);
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progress = pow(max(0, progress), 2.0);
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// This may help you to understand how this effect works.
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// cogl_color_out = vec4(progress, 0, 0, 0);
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// return;
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// This may help you to understand how this effect works.
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// cogl_color_out = vec4(progress, 0, 0, 0);
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// return;
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cogl_color_out = vec4(0, 0, 0, 0);
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cogl_color_out = vec4(0, 0, 0, 0);
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for (float i=0; i<DUST_LAYERS; ++i) {
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// Create a random direction.
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float factor = DUST_LAYERS == 1 ? 0 : i/(DUST_LAYERS-1);
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float angle = 123.123 * (SEED.x + factor);
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vec2 direction = vec2(1.0, 0.0);
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direction = rotate(direction, angle);
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// Flip direction for one side of the window.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
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if (getWinding(direction, coords) > 0) {
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direction *= -1;
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}
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for (float i=0; i<DUST_LAYERS; ++i) {
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// Create a random direction.
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float factor = DUST_LAYERS == 1 ? 0 : i/(DUST_LAYERS-1);
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float angle = 123.123 * (uSeed.x + factor);
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vec2 direction = vec2(1.0, 0.0);
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direction = rotate(direction, angle);
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// Flip direction for one side of the window.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
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if (getWinding(direction, coords) > 0) {
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direction *= -1;
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}
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// Flip direction for half the layers.
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if (factor > 0.5) {
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direction *= -1;
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}
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// We grow the layer along the random direction, shrink it orthogonally to it
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// and scale it up slightly.
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float dist = distToLine(vec2(0.0), direction, coords);
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vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
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vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
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float scale = mix(1.0, 1.05, factor * progress);
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coords = (coords + grow + shrink) / scale;
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// Flip direction for half the layers.
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if (factor > 0.5) {
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direction *= -1;
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}
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// We grow the layer along the random direction, shrink it orthogonally to it
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// and scale it up slightly.
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float dist = distToLine(vec2(0.0), direction, coords);
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vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
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vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
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float scale = mix(1.0, 1.05, factor * progress);
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coords = (coords + grow + shrink) / scale;
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// Add some wind.
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coords.x = coords.x ${forOpening ? ' + ' : ' - '} progress * WIND_INTENSITY;
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// Now check wether there is actually something in the current dust layer at
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// the coords position.
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vec2 dustCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / DUST_SCALE / 100.0;
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vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
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float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
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// Add some wind.
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coords.x = WIND_INTENSITY * coords.x * progress * (uForOpening ? 1.0 : -1.0);
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// Now check wether there is actually something in the current dust layer at
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// the coords position.
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vec2 dustCoords = (coords + uSeed) * vec2(uSizeX, uSizeY) / uDustScale / 100.0;
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vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
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float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
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if (dustGroup == i) {
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if (dustGroup == i) {
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// Fade the window color to DUST_COLOR.
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vec4 windowColor = texture2D(uTexture, coords + 0.5);
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vec3 dustColor = mix(windowColor.rgb, DUST_COLOR.rgb, DUST_COLOR.a);
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windowColor.rgb = mix(windowColor.rgb, dustColor*windowColor.a, progress);
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// Fade the window color to uDustColor.
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vec4 windowColor = texture2D(uTexture, coords + 0.5);
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vec3 dustColor = mix(windowColor.rgb, uDustColor.rgb, uDustColor.a);
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windowColor.rgb = mix(windowColor.rgb, dustColor*windowColor.a, progress);
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// Dissolve the dust particles.
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float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
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windowColor *= dissolve;
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// Dissolve the dust particles.
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float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
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windowColor *= dissolve;
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// Blend the layers.
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cogl_color_out = mix(cogl_color_out, windowColor, windowColor.a);
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}
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// Blend the layers.
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cogl_color_out = mix(cogl_color_out, windowColor, windowColor.a);
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}
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}
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`);
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`;
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this.set_uniform_value('uDustTexture', 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 dust 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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@@ -236,8 +291,9 @@ if (utils.isInShellProcess()) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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pipeline.set_layer_texture(1, this._dustTexture.get_texture());
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pipeline.set_layer_texture(1, dustTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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pipeline.set_uniform_1i(this._uDustTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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