diff --git a/README.md b/README.md
index f7e5ee9..3dae2da 100644
--- a/README.md
+++ b/README.md
@@ -30,6 +30,7 @@ This extension is not only more useless than the cube, but it is also much more
| Effect | Preview |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- |
| **Apparition** This effect hides your windows by violently sucking them into the void of magic! | |
+| **Aura Glow** A radiant edge-lit animation | |
| **Broken Glass** Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! | |
| **Doom** Melt your windows. Inspired by the legendary screen transitions of the original Doom. | |
| **Energize A** Beam your windows away! | |
@@ -41,15 +42,19 @@ This extension is not only more useless than the cube, but it is also much more
| **Hexagon** With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | |
| **Incinerate** A less snappy but definitely more fancy take on the fire effect. | |
| **Matrix** Turn your windows into a shower of green letters! The color is actually configurable. | |
+| **Mushroom** Inspired by your favorite italian plumber! | |
| **Paint Brush** Paint or erase your windows with a thick paint brush. | |
| **Pixelate** Pixelate your windows and randomly hide pixels until the entire window is gone. | |
| **Pixel Wheel** This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | |
| **Pixel Wipe** This effect pixelates the window and hides the pixels radially, starting from the pointer position. | |
| **Portal** This ridiculous effect teleports your windows from and to alternative dimensions. It may resemble the portal from a well-known cartoon series... | |
+| **RGB Warp** Red Blue and Green go bye bye. | |
| **Snap of Disintegration** Dissolve your windows into a cloud of dust. | |
+| **TeamRocket** ... is blasting off again! | |
| **T-Rex Attack** Destroy your windows with a series of violent slashes! | |
| **TV Effect** This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | |
| **TV Glitch** This effect combines the Glitch and the TV Effect. | |
+| **Unicorn Fart** Sniff the Rainbow! | |
| **Wisps** Let your windows be carried away to the realm of dreams by these little fairies! | |
| **Your Effect!** 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) |
@@ -66,6 +71,7 @@ Below is a table which summarizes the current availability for all effects.
3.36
3.38
40+
5.25.0+
Apparition
✅
✅
+
Aura Glow
✅
✅
✅
✅
Broken Glass
✅
Doom
✅
✅
✅
Energize A
✅
✅
✅
✅
@@ -77,15 +83,19 @@ Below is a table which summarizes the current availability for all effects.
Hexagon
✅
✅
✅
✅
Incinerate
✅
✅
✅
✅
Matrix
✅
+
Mushroom
✅
✅
✅
✅
✅
Paint Brush
✅
Pixelate
✅
✅
✅
✅
Pixel Wheel
✅
✅
✅
✅
Pixel Wipe
✅
✅
✅
✅
Portal
✅
✅
✅
✅
+
RGB Warp
✅
✅
✅
✅
Snap of Disintegration
✅
+
TeamRocket
✅
✅
✅
✅
T-Rex Attack
✅
TV Effect
✅
✅
✅
✅
TV Glitch
✅
✅
✅
✅
+
Unicorn Fart
✅
✅
✅
✅
Wisps
✅
✅
✅
✅
diff --git a/docs/how-to-create-new-effects.md b/docs/how-to-create-new-effects.md
index 2a49b23..bab6f7d 100644
--- a/docs/how-to-create-new-effects.md
+++ b/docs/how-to-create-new-effects.md
@@ -394,3 +394,39 @@ make install && pkill -f '.Extensions' && sleep 2 ; gnome-extensions prefs burn-
That's it!
If you have any questions, feel free to [ask them on the discussions board](https://github.com/Schneegans/Burn-My-Windows/discussions).
If you are happy with your effect, submit a pull request, and it may get included in the next version!
+
+
+## Install Dependencies (if needed)
+the list below might not be 100% correct, please pull request if changes need to be made
+
+### **Ubuntu**
+```bash
+sudo apt install make gettext libglib2.0-dev-bin clang-format
+```
+
+### **Fedora/RHEL**
+```bash
+sudo dnf install make gettext glib2-devel clang-format
+```
+
+### **Arch Linux**
+```bash
+sudo pacman -S base-devel gettext glib2 clang-format
+```
+
+### **openSUSE**
+```bash
+sudo zypper install make gettext-tools glib2-devel clang-format
+```
+
+### **Alpine Linux**
+For minimal distributions like Alpine:
+```bash
+sudo apk add build-base gettext-dev glib-dev clang-format
+```
+
+### **Gentoo**
+```bash
+sudo emerge --ask sys-devel/make sys-devel/gettext dev-libs/glib clang-format
+```
+
diff --git a/docs/pics/README.md b/docs/pics/README.md
index 3c7f422..1a13876 100644
--- a/docs/pics/README.md
+++ b/docs/pics/README.md
@@ -4,4 +4,13 @@ The preview GIFs are recorded with OBS Studio at 1920x1080, cut to a length of e
```bash
gifski --fps 30 -W 320 -H 180 -o effect.gif effect.mp4
-```
\ No newline at end of file
+```
+
+# gif Info
+GIF length: 2 second(s)
+GIF width/height: 320×180 pixels
+number of frames: 60
+number of colors: 256
+loop count: 0 (endless)
+
+The animation should starts 1s into the gif.
diff --git a/docs/pics/aura-glow.gif b/docs/pics/aura-glow.gif
new file mode 100644
index 0000000..e70f7da
Binary files /dev/null and b/docs/pics/aura-glow.gif differ
diff --git a/docs/pics/mushroom.gif b/docs/pics/mushroom.gif
new file mode 100644
index 0000000..9007732
Binary files /dev/null and b/docs/pics/mushroom.gif differ
diff --git a/docs/pics/rgbwarp.gif b/docs/pics/rgbwarp.gif
new file mode 100644
index 0000000..9cb7506
Binary files /dev/null and b/docs/pics/rgbwarp.gif differ
diff --git a/docs/pics/teamrocket.gif b/docs/pics/teamrocket.gif
new file mode 100644
index 0000000..78ee982
Binary files /dev/null and b/docs/pics/teamrocket.gif differ
diff --git a/docs/pics/unicorn-fart.gif b/docs/pics/unicorn-fart.gif
new file mode 100644
index 0000000..55ee03c
Binary files /dev/null and b/docs/pics/unicorn-fart.gif differ
diff --git a/extension.js b/extension.js
index cdc3ef6..7cd46bc 100644
--- a/extension.js
+++ b/extension.js
@@ -23,6 +23,7 @@ import {WindowPicker} from './src/WindowPicker.js';
import * as utils from './src/utils.js';
import Apparition from './src/effects/Apparition.js';
+import AuraGlow from './src/effects/AuraGlow.js';
import BrokenGlass from './src/effects/BrokenGlass.js';
import Doom from './src/effects/Doom.js';
import EnergizeA from './src/effects/EnergizeA.js';
@@ -34,18 +35,23 @@ import Glitch from './src/effects/Glitch.js';
import Hexagon from './src/effects/Hexagon.js';
import Incinerate from './src/effects/Incinerate.js';
import Matrix from './src/effects/Matrix.js';
+import Mushroom from './src/effects/Mushroom.js';
import PaintBrush from './src/effects/PaintBrush.js';
import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
import PixelWipe from './src/effects/PixelWipe.js';
import Portal from './src/effects/Portal.js';
+import RGBWarp from './src/effects/RGBWarp.js';
import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
+import TeamRocket from './src/effects/TeamRocket.js';
import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
import TVGlitch from './src/effects/TVGlitch.js';
+import UnicornFart from './src/effects/UnicornFart.js';
import Wisps from './src/effects/Wisps.js';
+
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js';
import {WindowPreview} from 'resource:///org/gnome/shell/ui/windowPreview.js';
@@ -71,14 +77,14 @@ export default class BurnMyWindows extends Extension {
// New effects must be registered here and in prefs.js.
this._ALL_EFFECTS = [
- new Apparition(), new BrokenGlass(), new Doom(),
- new EnergizeA(), new EnergizeB(), new Fire(),
- new Focus(), new Glide(), new Glitch(),
- new Hexagon(), new Incinerate(), new Matrix(),
- new PaintBrush(), new Pixelate(), new PixelWheel(),
- new PixelWipe(), new Portal(), new SnapOfDisintegration(),
- new TRexAttack(), new TVEffect(), new TVGlitch(),
- new Wisps(),
+ new Apparition(), new AuraGlow(), new BrokenGlass(), new Doom(),
+ new EnergizeA(), new EnergizeB(), new Fire(), new Focus(),
+ new Glide(), new Glitch(), new Hexagon(), new Incinerate(),
+ new Matrix(), new PaintBrush(), new Pixelate(), new PixelWheel(),
+ new PixelWipe(), new Portal(), new RGBWarp(), new SnapOfDisintegration(),
+ new TeamRocket(), new TRexAttack(), new TVEffect(), new TVGlitch(),
+ new Wisps(), new Mushroom(), new UnicornFart(),
+
];
// Load all of our resources.
diff --git a/metadata.json b/metadata.json
index 9053a09..bccda7b 100644
--- a/metadata.json
+++ b/metadata.json
@@ -15,5 +15,5 @@
"47"
],
"url": "https://github.com/Schneegans/Burn-My-Windows",
- "version": 45
-}
\ No newline at end of file
+ "version": 47
+}
diff --git a/prefs.js b/prefs.js
index 04b2413..ea60c03 100644
--- a/prefs.js
+++ b/prefs.js
@@ -24,6 +24,7 @@ import * as utils from './src/utils.js';
import {ProfileManager} from './src/ProfileManager.js';
import Apparition from './src/effects/Apparition.js';
+import AuraGlow from './src/effects/AuraGlow.js';
import BrokenGlass from './src/effects/BrokenGlass.js';
import Doom from './src/effects/Doom.js';
import EnergizeA from './src/effects/EnergizeA.js';
@@ -35,17 +36,21 @@ import Glitch from './src/effects/Glitch.js';
import Hexagon from './src/effects/Hexagon.js';
import Incinerate from './src/effects/Incinerate.js';
import Matrix from './src/effects/Matrix.js';
+import Mushroom from './src/effects/Mushroom.js';
import PaintBrush from './src/effects/PaintBrush.js';
import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
import PixelWipe from './src/effects/PixelWipe.js';
import Portal from './src/effects/Portal.js';
+import RGBWarp from './src/effects/RGBWarp.js';
import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
+import TeamRocket from './src/effects/TeamRocket.js';
import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
+import UnicornFart from './src/effects/UnicornFart.js';
import {ExtensionPreferences, gettext as _} from 'resource:///org/gnome/Shell/Extensions/js/extensions/prefs.js';
@@ -71,10 +76,15 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
// New effects must be registered here and in extension.js.
this._ALL_EFFECTS = [
- Apparition, BrokenGlass, Doom, EnergizeA, EnergizeB, Fire,
- Focus, Glide, Glitch, Hexagon, Incinerate, Matrix,
- PaintBrush, Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration,
- TRexAttack, TVEffect, TVGlitch, Wisps,
+ Apparition, AuraGlow, BrokenGlass,
+ Doom, EnergizeA, EnergizeB,
+ Fire, Focus, Glide,
+ Glitch, Hexagon, Incinerate,
+ Matrix, Mushroom, PaintBrush,
+ Pixelate, PixelWheel, PixelWipe,
+ Portal, RGBWarp, SnapOfDisintegration,
+ TeamRocket, TRexAttack, TVEffect,
+ TVGlitch, Wisps, UnicornFart,
];
diff --git a/resources/shaders/aura-glow.frag b/resources/shaders/aura-glow.frag
new file mode 100644
index 0000000..ad4d45d
--- /dev/null
+++ b/resources/shaders/aura-glow.frag
@@ -0,0 +1,198 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+// The width of the fading effect is loaded from the settings.
+uniform float uColorSpeed;
+uniform bool uRandomColorOffset;
+uniform float uColorOffset;
+uniform float uColorSaturation;
+uniform float uFadeOut;
+uniform float uBlur;
+uniform vec2 uSeed;
+
+
+/*
+this controls the end shape
+-5.0 large Star
+-3.0 Star
+1.0 Dimond
+2.0 Circle
+3.0 Squircle
+5.0 Square
+*/
+uniform float uEdgeShape;
+
+//the size of the edge color
+uniform float uEdgeSize;
+
+//soft <--> hard
+uniform float uEdgeHardness;
+
+
+// A simple blur function
+vec4 blur(vec2 uv, float radius, float samples) {
+ vec4 color = vec4(0.0);
+
+ const float tau = 6.28318530718;
+ const float directions = 15.0;
+
+ for (float d = 0.0; d < tau; d += tau / directions) {
+ for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
+ vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
+ color += getInputColor(uv + offset);
+ }
+ }
+
+ return color / samples / directions;
+}
+
+void main() {
+
+ // This gradually dissolves from [1..0] from the outside to the center. We
+ // switch the direction for opening and closing.
+ float progress = uForOpening ? uProgress : 1.0 - uProgress ;
+
+ //adjusting for Gnome
+ if (uPadding > 0.0)
+ {
+ progress = remap(
+ progress, 0.0, ((uSize.x + (uPadding*2.0)) / uSize.x)
+ ,0.0, 1.0
+ );
+ }
+
+
+ // Get the color from the window texture.
+ vec4 oColor = getInputColor(iTexCoord.st);
+
+ // Calculate the aspect ratio of the render area
+ float aspect = uSize.x / uSize.y;
+
+ //standard uv
+ vec2 uv = iTexCoord.st;
+
+ // tuv is for when progress is near 0
+ vec2 tuv = uv;
+ tuv -= 0.5; // Shift UV coordinates to center (from [-0.5 to 0.5])
+ tuv.x *= aspect; // Scale x-coordinate to match aspect ratio
+ tuv += 0.5; // Shift UV coordinates back (from [0 to 1])
+
+ //mixing the UVs
+ uv = mix(tuv,uv,easeOutExpo(progress));
+
+ // this controls the shape
+ // -1.0 would be a diamond-ish
+ // 0.0 would be a rounded diamond
+ // 1.0 would be a circle
+ // 2.0 will be sqircle
+ // 1000.0 will be very square
+ float p = mix(uEdgeShape,1000.0,
+ easeInExpo(progress)
+ );
+
+ //this will be used later to make a mask
+ float m = mix(
+ 0.0,
+ 1.0,
+ clamp(
+ pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
+ )
+ );
+
+
+ //this calculates the edge of the effect
+ float edge = abs(m-progress) ;
+ float e = mix(0.0,uEdgeSize,1.0 - progress);
+ edge = remap(edge,0.0,e,0.0,1.0);
+ edge = clamp(edge,0.0,1.0);
+ edge = 1.0 - edge;
+
+ //this is the mask
+ float mask = (m > progress) ? 0.0 : 1.0 ;
+
+ //we need two of these
+ float mask0 = mix(mask,mask+edge,1.0 - uEdgeHardness);
+ float mask1 = mix(edge,edge*mask,uEdgeHardness);
+
+ //calculate color
+ vec3 color = cos(progress*uColorSpeed+uv.xyx+vec3(0,2,4)).xyz;
+ //coloroffset
+ float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset ;
+ color = offsetHue(color, colorOffset + 0.10);
+ //clamp and saturate
+ color = clamp(color * uColorSaturation,vec3(0.0),vec3(1.0));
+
+ //save this for later
+ float oColorAlpha = oColor.a;
+
+ //blur-ify
+ if (uBlur > 0.0)
+ {
+ //used for blur later ...
+ //calculate this before saturating it
+ float b = (color.r + color.g + color.b)/3.0;
+
+
+ oColor = blur( iTexCoord.st, b * uBlur * mask1, 7.0);
+ }
+
+ //apply masks and colors
+ oColor.a *= mask0;
+
+ //i was doing this to try to adjust for light mode
+ // i don;t like the way these make the effect look
+ // ...maybe a toggle for it later
+ /*
+ float oColorPercent = (oColor.r + oColor.g + oColor.b)/3.0;
+ oColor.r = mix(oColor.r , 1.0 - oColor.r, mask1 * oColorPercent);
+ oColor.g = mix(oColor.g , 1.0 - oColor.g, mask1 * oColorPercent);
+ oColor.b = mix(oColor.b , 1.0 - oColor.b, mask1 * oColorPercent);
+ // --or
+ oColor.r = mix(oColor.r , 0.0, mask1 * oColorPercent);
+ oColor.g = mix(oColor.g , 0.0, mask1 * oColorPercent);
+ oColor.b = mix(oColor.b , 0.0, mask1 * oColorPercent);
+ */
+
+ oColor += mask1 * vec4(color.rgb,1.0);
+ oColor.a *= oColorAlpha;
+
+ //i want to fade out the last ~10% of the animation
+ float lastfade = remap(progress,0.0,uFadeOut,0.0,1.0);
+ lastfade = clamp(lastfade,0.0,1.0);
+ lastfade = easeInSine(lastfade);
+
+ //apply the lastfade
+ oColor.a *= lastfade;
+
+ setOutputColor(oColor);
+
+}
\ No newline at end of file
diff --git a/resources/shaders/common.glsl b/resources/shaders/common.glsl
index 73cf20c..0ed9395 100644
--- a/resources/shaders/common.glsl
+++ b/resources/shaders/common.glsl
@@ -185,6 +185,55 @@ vec3 darken(vec3 color, float fac) { return color * (1.0 - fac); }
// color will be white.
vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; }
+
+//change the color based on an offset amount
+vec3 offsetHue(vec3 color, float hueOffset) {
+ // Convert RGB to HSV
+ float maxC = max(max(color.r, color.g), color.b);
+ float minC = min(min(color.r, color.g), color.b);
+ float delta = maxC - minC;
+
+ float hue = 0.0;
+ if (delta > 0.0) {
+ if (maxC == color.r) {
+ hue = mod((color.g - color.b) / delta, 6.0);
+ } else if (maxC == color.g) {
+ hue = (color.b - color.r) / delta + 2.0;
+ } else {
+ hue = (color.r - color.g) / delta + 4.0;
+ }
+ }
+ hue /= 6.0;
+
+ float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0;
+ float value = maxC;
+
+ // Offset the hue
+ hue = mod(hue + hueOffset, 1.0);
+
+ // Convert HSV back to RGB
+ float c = value * saturation;
+ float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0));
+ float m = value - c;
+
+ vec3 rgb;
+ if (hue < 1.0 / 6.0) {
+ rgb = vec3(c, x, 0.0);
+ } else if (hue < 2.0 / 6.0) {
+ rgb = vec3(x, c, 0.0);
+ } else if (hue < 3.0 / 6.0) {
+ rgb = vec3(0.0, c, x);
+ } else if (hue < 4.0 / 6.0) {
+ rgb = vec3(0.0, x, c);
+ } else if (hue < 5.0 / 6.0) {
+ rgb = vec3(x, 0.0, c);
+ } else {
+ rgb = vec3(c, 0.0, x);
+ }
+
+ return rgb + m;
+}
+
// ---------------------------------------------------------------------- easing functions
// Here are some basic easing function. More can be added if required!
@@ -202,6 +251,119 @@ float easeOutBack(float x, float e) {
return p * p * ((e + 1.0) * p + e) + 1.0;
}
+
+// https://easings.net/
+/*
+Easing functions define the rate of change of a parameter over time, commonly used in animations, UI transitions, and game development. They provide a way to make movements more natural or visually appealing rather than linear and mechanical. Popular categories of easing functions include:
+
+Linear: Constant speed from start to finish.
+Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts or stops.
+Cubic: Similar to quadratic but allows for even more nuanced transitions.
+Exponential: Drastic changes at the start or end, often used for dramatic effects.
+Bounce: Mimics a bouncing object with oscillations.
+Elastic: Simulates the behavior of a spring, with overshooting and oscillations.
+Below are text-based "graphs" of some easing functions, where the horizontal axis represents time and the vertical axis represents progress.
+*/
+
+
+// Quadratic Easing
+// Smooth acceleration and deceleration using quadratic (t^2) curves.
+
+float easeInOutQuad(float t) {
+ // Accelerates for the first half, decelerates for the second half.
+ return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t;
+}
+
+// Cubic Easing
+// Smoother transitions compared to quadratic easing using cubic (t^3) curves.
+
+float easeInCubic(float t) {
+ // Starts slow and accelerates as t increases.
+ return t * t * t;
+}
+
+float easeOutCubic(float t) {
+ // Starts fast and decelerates as t approaches 1.0.
+ float f = t - 1.0;
+ return f * f * f + 1.0;
+}
+
+float easeInOutCubic(float t) {
+ // Combines easeIn and easeOut cubic behavior for smooth transitions.
+ return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0;
+}
+
+// Quartic Easing
+// Even smoother transitions than cubic, using quartic (t^4) curves.
+
+float easeInQuart(float t) {
+ // Starts very slow and accelerates steeply.
+ return t * t * t * t;
+}
+
+float easeOutQuart(float t) {
+ // Starts steeply and slows down dramatically.
+ float f = t - 1.0;
+ return 1.0 - f * f * f * f;
+}
+
+float easeInOutQuart(float t) {
+ // Combines easeIn and easeOut quartic behavior for very smooth transitions.
+ return t < 0.5 ? 8.0 * t * t * t * t : 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0);
+}
+
+// Sine Easing
+// Smooth, wave-like acceleration and deceleration using sine curves.
+
+float easeInSine(float t) {
+ // Starts very slow, following a sine wave curve.
+ return 1.0 - cos((t * 3.141592653589793) / 2.0);
+}
+
+float easeOutSine(float t) {
+ // Starts fast and slows down following a sine wave curve.
+ return sin((t * 3.141592653589793) / 2.0);
+}
+
+float easeInOutSine(float t) {
+ // Smooth start and end, mimicking half a sine wave.
+ return -0.5 * (cos(3.141592653589793 * t) - 1.0);
+}
+
+// Exponential Easing
+// Sharp transitions with rapid acceleration and deceleration.
+
+float easeInExpo(float t) {
+ // Very slow start, accelerates exponentially.
+ return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0));
+}
+
+float easeOutExpo(float t) {
+ // Starts fast and slows down exponentially.
+ return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
+}
+
+float easeInOutExpo(float t) {
+ // Combines easeIn and easeOut exponential for sharp transitions.
+ if (t == 0.0) return 0.0;
+ if (t == 1.0) return 1.0;
+ return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0) : 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0);
+}
+
+// Back Easing
+// Creates an overshooting effect for more dynamic animations.
+
+float easeInOutBack(float t) {
+ // Uses constants to define the overshooting magnitude.
+ const float c1 = 1.70158;
+ const float c2 = c1 * 1.525;
+ return t < 0.5
+ ? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0
+ : (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0;
+}
+
+
+
// --------------------------------------------------------------------- edge mask helpers
// This method returns a mask which smoothly transitions towards zero when approaching
@@ -266,7 +428,19 @@ float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; }
// Rotates the given 2D vector a clockwise by the angle alpha (given in radians).
vec2 rotate(vec2 a, float angle) {
- return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
+ return vec2(
+ a.x * cos(angle) - a.y * sin(angle),
+ a.x * sin(angle) + a.y * cos(angle)
+ );
+}
+
+//rotates a given 2d vector, around a given center (angle is in radians)
+vec2 rotate(vec2 a, float angle, vec2 center)
+{
+ return vec2(
+ cos(angle) * (a.x - center.x) + sin(angle) * (a.y - center.y) + center.x,
+ cos(angle) * (a.y - center.y) - sin(angle) * (a.x - center.x) + center.y
+ );
}
// --------------------------------------------------------------------------------- noise
@@ -470,3 +644,69 @@ float simplex3DFractal(vec3 m) {
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);
}
+
+
+// --------------------------------------------------------------------------------- remap
+
+
+/*
+These functions remap a given value from one range to another.
+The remap operation is particularly useful in shader programming
+to scale or normalize data, ensuring compatibility across various
+input ranges. Each version of the remap function supports a
+different data type:
+
+1. float: Remap a single scalar value.
+2. vec2: Remap a 2D vector.
+3. vec3: Remap a 3D vector.
+4. vec4: Remap a 4D vector.
+
+The general formula used is:
+ newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin)
+
+This ensures a linear transformation from the old range to the new range.
+*/
+
+// Remap for float
+// Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax].
+// This is useful for normalizing or scaling scalar values to fit within a desired range.
+float remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
+ return clamp(
+ newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin),
+ newMin,
+ newMax
+ );
+}
+
+// Remap for vec2
+// Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin, newMax].
+// Each component of the vec2 is individually scaled and transformed.
+vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) {
+ return clamp(
+ newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin),
+ newMin,
+ newMax
+ );
+}
+
+// Remap for vec3
+// Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin, newMax].
+// Each component of the vec3 is individually scaled and transformed.
+vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) {
+ return clamp(
+ newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin),
+ newMin,
+ newMax
+ );
+}
+
+// Remap for vec4
+// Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin, newMax].
+// Each component of the vec4 is individually scaled and transformed.
+vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) {
+ return clamp(
+ newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin),
+ newMin,
+ newMax
+ );
+}
diff --git a/resources/shaders/focus.frag b/resources/shaders/focus.frag
index 5082499..887987f 100644
--- a/resources/shaders/focus.frag
+++ b/resources/shaders/focus.frag
@@ -30,57 +30,69 @@
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
-
-// Ease-in-out cubic for alpha
-float easeInOutCubic(float x) {
- return x < 0.5 ? 4.0 * x * x * x : 1.0 - pow(-2.0 * x + 2.0, 3.0) / 2.0;
-}
-
-// Ease-in-out sine for blur
-float easeInOutSine(float x) {
- return -(cos(3.14159265 * x) - 1.0) / 2.0;
-}
-
// A simple blur function
vec4 blur(vec2 uv, float radius, float samples) {
+ // Initialize the color accumulator to zero.
vec4 color = vec4(0.0);
- const float tau = 6.28318530718;
+ // Define a constant for 2 * PI (tau), which represents a full circle in radians.
+ const float tau = 6.28318530718;
+
+ // Number of directions for sampling around the circle.
const float directions = 15.0;
+ // Outer loop iterates over multiple directions evenly spaced around a circle.
for (float d = 0.0; d < tau; d += tau / directions) {
+ // Inner loop samples along each direction, with decreasing intensity.
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
+ // Calculate the offset for this sample based on direction, radius, and step.
+ // The (1.0 - s) term ensures more sampling occurs closer to the center.
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
+
+ // Add the sampled color at the offset position to the accumulator.
color += getInputColor(uv + offset);
}
}
+ // Normalize the accumulated color by dividing by the total number of samples
+ // and directions to ensure the result is averaged.
return color / samples / directions;
}
+
// The width of the fading effect is loaded from the settings.
uniform float uBlurAmount;
uniform float uBlurQuality;
void main() {
+ // Calculate the progression value based on the animation direction.
+ // If opening, use uProgress as-is; if closing, invert the progression.
float progl = uForOpening ? uProgress : 1.0 - uProgress;
- float easedProgressBlur = easeInOutSine(progl); // Blur easing
- float easedProgressAlpha = easeInOutCubic(progl); // Alpha easing
+ // Apply easing functions to the progression value:
+ // - easedProgressBlur: Used for controlling the blur effect smoothly.
+ // - easedProgressAlpha: Used for controlling the alpha (opacity) transition.
+ float easedProgressBlur = easeInOutSine(progl); // Sine-based smooth easing for blur.
+ float easedProgressAlpha = easeInOutCubic(progl); // Cubic-based smooth easing for alpha.
- // Control blur amount using easedProgressBlur
+ // Calculate the blur amount by interpolating (mixing) between the maximum blur (uBlurAmount)
+ // and zero blur based on the eased progression value.
float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur);
- // Apply blur
- vec4 texColor = blur( iTexCoord.st, blurAmount, uBlurQuality);
+ // Apply the calculated blur effect to the texture at the current texture coordinates.
+ // The blur function uses the blur amount and quality (uBlurQuality) for sampling.
+ vec4 texColor = blur(iTexCoord.st, blurAmount, uBlurQuality);
- // Control alpha using easedProgressAlpha
+ // Calculate the alpha value for the transition using eased progress.
+ // This determines how transparent the final color will appear.
float alpha = easedProgressAlpha;
- // Set final color with alpha transition
+ // Apply the alpha transition to the final texture color.
+ // Multiply the texture's alpha channel by the computed alpha value.
texColor.a *= alpha;
+ // Output the final color with the applied blur and alpha transition.
setOutputColor(texColor);
-}
\ No newline at end of file
+}
diff --git a/resources/shaders/mushroom.frag b/resources/shaders/mushroom.frag
new file mode 100644
index 0000000..d7905f8
--- /dev/null
+++ b/resources/shaders/mushroom.frag
@@ -0,0 +1,457 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+// The width of the fading effect is loaded from the settings.
+
+// use 8BitStyle or not (sliding scale)
+uniform float uScaleStyle;
+
+//these are for the sparks
+uniform float uSparkCount;
+uniform vec4 uSparkColor;
+uniform float uSparkRotation;
+
+//these are for the Rays
+uniform vec4 uRaysColor;
+
+//these are for the stars
+uniform float uRingCount;
+uniform float uRingRotation;
+uniform float uStarCount;
+
+// and the colors they change over time
+uniform vec4 uStarColor0;
+uniform vec4 uStarColor1;
+uniform vec4 uStarColor2;
+uniform vec4 uStarColor3;
+uniform vec4 uStarColor4;
+uniform vec4 uStarColor5;
+
+//seed
+uniform vec2 uSeed;
+
+//helps to find the angle
+vec3 getPosByAngle(float angle)
+{
+ return vec3(cos(angle), sin(angle), 0);
+}
+
+
+//gets the mask of a Star
+float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
+{
+
+ float radiusMax = 1.0;
+ float radiusMin = radiusMax * radiusRatio;
+
+ float PI = 3.1415926;
+ float starangle = 2.0 * PI / npoints; // Angle between points on the star
+
+ // Offset rotation to ensure one point is always up when rotation = 0
+ rotation += PI / 2.0 - starangle / 1.0;
+
+ // Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
+ vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
+ vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
+
+ // Calculate the position of the current fragment relative to the star's center
+ vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
+ float curRadius = length(curPosuv); // Radius from center, no need to scale further
+ float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
+
+ // Determine the fractional position within the current star segment
+ float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
+ if (a >= 0.5)
+ a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
+
+ // Calculate the current point on the star segment, applying rotation
+ a = a * starangle; // Actual angle for this position on the segment
+ vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
+
+ // Calculate directions for edge detection using cross product
+ vec3 dir0 = p1 - p0; // Vector from outer to inner point
+ vec3 dir1 = curPos - p0; // Vector from outer point to current position
+
+ // Use cross product to determine if `curPos` is inside the star's edge
+ return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
+}
+
+
+//use to scale the window
+vec2 scaleUV(vec2 uv, vec2 scale)
+{
+ // Put texture coordinate origin to center of window.
+ uv = uv * 2.0 - 1.0;
+
+ //scale
+ uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale);
+
+ // scale from center
+ uv = uv * 0.5 + 0.5;
+
+ return uv;
+}
+
+
+//this returns the Spark
+float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation)
+{
+ brightness = clamp(brightness,0.001,1.0);
+ size = clamp(size,0.001,1.0);
+ float bn = mix(0.0,0.07,brightness); //recalculate size
+
+ uv = (uv + vec2(0.5)) ;
+ uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size
+ uv = scaleUV(uv, vec2(1.0 - size));
+ uv = rotate(uv, rotation, vec2(0.5)); //rotate the UV
+
+ //this is basically the brightness
+ float p = mix(-1.0,1000.0,easeInExpo(bn));
+
+ float m = mix(
+ 0.0,
+ 1.0,
+ clamp(
+ pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
+ )
+ );
+
+
+ float mask = easeInSine(1.0 - (m - bn)) - 0.004 ;
+ mask = clamp(mask,0.0,1.0);
+
+ return mask;
+
+}
+
+
+//returns the star's color
+vec4 getStarColor(float v, float alpha) {
+ // Clamp v to ensure it's in [0.0, 1.0]
+ v = clamp(v, 0.0, 1.0);
+
+ // Define steps for color interpolation
+ float steps[6];
+ steps[0] = 0.0;
+ steps[1] = 0.1666;
+ steps[2] = 0.3332;
+ steps[3] = 0.4998;
+ steps[4] = 0.6664;
+ steps[5] = 0.8330;
+
+ // Define color values
+ vec4 colors[6];
+ colors[0] = uStarColor0;
+ colors[1] = uStarColor1;
+ colors[2] = uStarColor2;
+ colors[3] = uStarColor3;
+ colors[4] = uStarColor4;
+ colors[5] = uStarColor5;
+
+ // Assign alpha values
+ for (int i = 0; i < 6; ++i) {
+ colors[i].a = alpha * colors[i].a;
+ }
+
+ // Handle edge cases
+ if (v <= steps[0]) {
+ return colors[0];
+ }
+ if (v >= steps[5]) {
+ return colors[5];
+ }
+
+ // Find the correct interpolation segment
+ for (int i = 0; i < 5; ++i) {
+ if (v <= steps[i + 1]) {
+ float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
+ return mix(colors[i], colors[i + 1], t);
+ }
+ }
+
+ // Fallback (should never be reached)
+ return vec4(0.0, 0.0, 0.0, 1.0);
+}
+
+
+
+// 1| __________
+// | / \
+// | / \
+// | / \
+// |/ \
+// 0|0.................1
+/*
+graph above ... where t is close to 0, or 1 the result will fade to zero
+i.e. this is just the function of power(x,p) shifted
+where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
+*/
+float zeroStartEnd(float t, float max_size, float power)
+{
+ float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
+ s = clamp(s,0.0,1.0) * max_size;
+ return s;
+}
+
+//this gives us the jerky 8bit growth effect.
+float eightBitScale(float progress)
+{
+ float scale = 1.0;
+ if (progress <= 0.1)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.2)
+ {
+ scale = 0.5;
+ }
+ else if (progress <= 0.3)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.4)
+ {
+ scale = 0.5;
+ }
+ else if (progress <= 0.5)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.6)
+ {
+ scale = 0.5;
+ }
+ else if (progress <= 0.7)
+ {
+ scale = 1.0;
+ }
+ else if (progress <= 0.8)
+ {
+ scale = 0.25;
+ }
+ else if (progress <= 0.9)
+ {
+ scale = 0.5;
+ }
+ return scale;
+}
+
+
+//gets all the sparks
+vec4 getSparks(float progress)
+{
+ //the UV for this function
+ float aspect = uSize.x / uSize.y;
+ vec2 uv = iTexCoord.st * vec2(aspect,1.0);
+
+ //this will be the result to return
+ vec4 result = vec4(0.0);
+
+ // 0 at the edges
+ float xEdge = -1.0 * pow((uv.x-(aspect*0.5))/(aspect*0.5),8.0)+1.0;
+ xEdge = clamp(xEdge,0.0,1.0);
+
+ //declare some variables before the loop
+ vec2 h = vec2(0.0);
+ float y = 0.0;
+ float x = 0.0;
+
+ //loop for each spart
+ for (float xusp = 0.0; xusp < uSparkCount; ++xusp)
+ {
+ //calculate some variables
+ h = hash21(xusp + uSeed.x);
+ y = mix( 0.0 - h.y , 1.0+(1.0-h.y) , progress);
+ y = clamp(y,0.0,1.0);
+
+ x = 0.66 * sin(h.x * 6.28) ;
+ x += 0.5 * aspect;
+
+ //here we get the mask for the spark
+ float a4ps = getSpark(
+ uv,
+ vec2( x , y), //position (x, y)
+ zeroStartEnd(y,1.0 ,4.0) * xEdge ,//Brightness
+ zeroStartEnd(y,0.5 ,4.0) * xEdge,//Size
+ progress * 6.28 * float(uSparkRotation) //rotation
+ );
+
+ //set it to the results
+ result = alphaOver(
+ result,
+ vec4(uSparkColor.r,uSparkColor.g,uSparkColor.b,uSparkColor.a * a4ps)
+ );
+ }
+
+ // and we are returning the result
+ return result;
+}
+
+//gets the Rays
+vec4 getRays(float progress)
+{
+ //create the UV for it
+ vec2 rayUV = iTexCoord.st;
+ rayUV *= vec2(10.0,0.5);
+ rayUV.y += progress * -1.0;
+ rayUV.x += uSeed.y;
+
+ //gets the ray
+ float ray = simplex2D(rayUV);
+ //0 around the edges
+ ray *= zeroStartEnd(iTexCoord.t,1.0,8.0);
+ ray *= zeroStartEnd(iTexCoord.s,1.0,8.0);
+ // 0 at the begining and end of the animation
+ ray *= zeroStartEnd(progress,1.0,8.0);
+
+ //adjust the numbers and clamp
+ ray = remap(
+ ray * 1.10,
+ 0.0,1.0,
+ -5.0,1.0
+ );
+
+ float alpha = clamp(uRaysColor.a * ray,0.0,1.0);
+
+ //return
+ return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,alpha);
+
+}
+
+//returns the stars
+vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha)
+{
+ //this will be the result to return
+ vec4 result = vec4(0.0);
+
+ vec2 h = vec2(0.0);
+ float y = 0.0;
+
+ //for each ring
+ for (float r = 0.0; r < uRingCount; ++r)
+ {
+
+ float spread = r*(1.0/uRingCount);
+ y = mix( 0.0 - spread , 1.0+(1.0-spread) , 1.0 - progress);
+ y = clamp(y,0.00001,0.99999);
+
+ //each star in each ring
+ for (float s = 0.0; s < uStarCount; ++s)
+ {
+ float a5ps = getStar(
+ starUV,
+ vec2( sin(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount))) * aspect * 0.33 , y), //position (x, y)
+ 5.0, //nPoints
+ 0.5, //radiusRatio
+ zeroStartEnd(y,0.1,2.0), //Size
+ 0.0 //rotation
+ );
+ a5ps = clamp(a5ps,0.0,1.0);
+
+ // //put the star in back or the front of the window
+ float depth = cos(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount)) );
+ if (depth < 0.0)
+ {
+ result = alphaOver(result,getStarColor(y,a5ps));
+ }
+ else
+ {
+ result = alphaOver(getStarColor(y,a5ps) * (1.0 - oColorAlpha),result);
+ }
+ }
+
+
+ }
+
+ // and we are returning the result
+ return result;
+}
+
+
+
+
+void main() {
+
+ // Calculate the animation progress, flipping direction if opening
+ // 'uProgress' varies from 0 to 1, depending on the animation phase
+ float progress = uForOpening ? 1.0 - uProgress : uProgress;
+
+ // Initialize the output color to fully transparent black
+ vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+
+ //get scales
+ float scale8bit = eightBitScale(progress);
+ vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress));
+
+ vec2 fscale = mix(vec2(scale8bit),scaleV2,uScaleStyle);
+
+ // Fetch the color based on the scaled texture coordinates
+ oColor = getInputColor(
+ scaleUV(iTexCoord.st, fscale)
+ );
+
+ // Store the alpha value of the fetched color for later use
+ float oColorAlpha = oColor.a;
+
+ // Calculate the aspect ratio of the render area
+ float aspect = uSize.x / uSize.y;
+
+ // Transform UV coordinates for star effects
+ // starUV.x [-0.5 , 0.5]
+ // starUV.y [1.0 , 0.0]
+ vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0);
+
+ // If four-point stars are enabled, overlay them on the current color
+ if (uSparkCount > 0.0)
+ {
+ oColor = alphaOver(oColor, getSparks(progress));
+ }
+
+ // If rays are enabled, overlay them on the current color
+ if (uRaysColor.a > 0.0)
+ {
+ oColor = alphaOver(oColor, getRays(progress));
+ }
+
+
+ // If five-point stars are enabled, overlay them using stored alpha
+ if (uRingCount > 0.0 && uStarCount > 0.0)
+ {
+ oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha));
+ }
+
+
+ // Set the final output color to the computed value
+ setOutputColor(oColor);
+
+}
diff --git a/resources/shaders/rgbwarp.frag b/resources/shaders/rgbwarp.frag
new file mode 100644
index 0000000..18885f4
--- /dev/null
+++ b/resources/shaders/rgbwarp.frag
@@ -0,0 +1,91 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+uniform float uWavesize;
+uniform float uBrightness;
+uniform float uStretchR;
+uniform float uStretchG;
+uniform float uStretchB;
+
+
+float FadeInOut(float t, float power)
+{
+ float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
+ s = clamp(s,0.0,1.0);
+ return s;
+}
+
+
+
+
+void main() {
+
+ // Calculate the progression value based on the animation direction.
+ // If opening, use uProgress as-is; if closing, invert the progression.
+ float progress = uForOpening ? uProgress : 1.0 - uProgress;
+
+ //progress will now go from 0.5 to 1.0
+ progress = mix(0.5,1.0,progress);
+
+ // the UV
+ vec2 uv = iTexCoord.st;
+ //flipped the uv
+ vec2 f = vec2(uv.x,1.0 - uv.y);
+
+ // w is the wave
+ float w = 0.0;
+
+ float p = mix(0.0, 1.0 + uWavesize, progress);
+ w = 1.0 - abs(p - f.y);
+ w = clamp(w,0.0,1.0);
+
+ w = pow(w, mix(100.0,1.0,uWavesize) );
+
+ float mask = 1.0;
+ if (p - f.y < 0.0)
+ {
+ mask = 0.0;
+ w = 0.0;
+ }
+
+ vec4 oColor = vec4(0.0);
+
+ oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4));
+ oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
+ oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
+
+ //if you can think of a better way to handle the alpha ... try that
+ oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
+
+
+ setOutputColor(oColor);
+}
diff --git a/resources/shaders/team-rocket.frag b/resources/shaders/team-rocket.frag
new file mode 100644
index 0000000..e21a1f1
--- /dev/null
+++ b/resources/shaders/team-rocket.frag
@@ -0,0 +1,213 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+// The width of the fading effect is loaded from the settings.
+// uniform float uFadeWidth;
+
+uniform float uWT;
+uniform float uXpos;
+uniform float uYpos;
+uniform float uSparkleRot;
+uniform float uSparkleSize;
+uniform bool uWinRot;
+uniform vec2 uSeed;
+
+//use to scale the window
+vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset)
+{
+ // Put texture coordinate origin to center of window.
+ uv -= centerOffset;
+ uv = uv * 2.0 - 1.0;
+
+ //scale
+ uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale);
+
+ // scale from center
+ uv = uv * 0.5 + 0.5;
+
+
+ return uv;
+}
+
+
+//this returns the Spark
+float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation)
+{
+ //the brightness of the spark
+ brightness = clamp(brightness,0.001,1.0);
+ //the size
+ size = clamp(size,0.001,1.0);
+
+ float bn = mix(0.0,0.07,brightness); //recalculate size
+
+ uv = (uv + vec2(0.5)) ; //set center
+ uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size
+ uv = scaleUV(uv, vec2(1.0 - size), vec2(0.0));
+ uv = rotate(uv, rotation, vec2(0.5)); //rotate the UV
+
+ //this is basically the brightness
+ float p = mix(-1.0,1000.0,easeInExpo(bn));
+
+ float m = mix(
+ 0.0,
+ 1.0,
+ clamp(
+ pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
+ )
+ );
+
+ //calcuate and return this mask
+ float mask = easeInSine(1.0 - (m - bn)) - 0.004 ;
+ mask = clamp(mask,0.0,1.0);
+ return mask;
+
+}
+
+
+//fades out at 0 and 1 ...based on the power
+// 1| __________
+// | / \
+// | / \
+// | / \
+// |/ \
+// 0|0.................1
+/*
+graph above ... where t is close to 0, or 1 the result will fade to zero
+i.e. this is just the function of power(x,p) shifted
+where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
+*/
+float FadeInOut(float t, float power)
+{
+ float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
+ s = clamp(s,0.0,1.0);
+ return s;
+}
+
+//2x pi ... don't think too much about it
+float TAU = 6.28;
+
+void main() {
+ // Calculate the progression value based on the animation direction.
+ // If opening, use uProgress as-is; if closing, invert the progression.
+ float progress = uForOpening ? 1.0 - uProgress : uProgress ;
+
+ // scale progress ... the first half of the animation
+ float scalep = remap(
+ progress,
+ 0.0,uWT+0.1,
+ 0.0,1.0
+ );
+
+ // scalep = easeInOutSine(scalep);
+ scalep = easeOutQuad(scalep);
+
+ // sparkle progress ... the second half of the animation
+ float sparkp = remap(
+ progress,
+ uWT-0.1,1.0,
+ 0.0,1.0
+ );
+ sparkp = easeInOutSine(sparkp);
+
+ /*
+ the window will scale between 0.0 and 0.6 (of the progress)
+ the sparkle will bet between 0.4 and 1.0 (of the progress)
+ ... so there is a tab bit of over lap
+ */
+
+ // // this is the offset of the window... don't let them go too far each way
+ vec2 offset = vec2(uXpos,uYpos*-1.0) * 0.20;
+ vec2 scaleOffset = mix(
+ vec2(0.0),
+ vec2(uXpos,uYpos*-1.0) * 0.50,
+ scalep
+ );
+
+ //the UV for this function
+ float aspect = uSize.x / uSize.y;
+ vec2 uv = iTexCoord.st * vec2(aspect,1.0);
+
+ //get and adjust
+ vec2 uv2 = iTexCoord.st;
+ uv2 = uv2 * 2.0 - 1.0;
+
+ //offset
+ uv2 -= ( scaleOffset/ vec2(aspect,1.0) ) *scalep;
+
+ //scale
+ uv2 /= mix(1.0, 0.0, scalep);
+
+ //rotation and if we are gonna rotate or not
+ vec3 rot = vec3(0.0);
+ if (uWinRot)
+ {
+ rot = hash32(uSeed);
+ rot *= 2.0;
+ rot -= 1.0;
+ rot *= 0.1;
+ }
+
+ //rotate around x, y , and z
+ uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep);
+ uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep);
+ uv2 = rotate(uv2,rot.z*TAU*scalep);
+
+ //re-center
+ uv2 = uv2 * 0.5 + 0.5;
+
+ //gets the window
+ vec4 oColor = getInputColor( uv2) ;
+
+ //the sparksize will bet between 25.0 and 50.0
+ float size = mix(25.0,50.0,uSparkleSize);
+
+ //get the sparkle
+ float sparkle = getSpark(
+ uv,
+ offset + vec2(0.5 * aspect,0.5),
+ FadeInOut(sparkp,2) * uSparkleSize,
+ FadeInOut(sparkp,2) * size,
+ sparkp * TAU * float(uSparkleRot)
+ );
+ //fade out at the edges
+ sparkle *= FadeInOut(iTexCoord.t,8);
+ sparkle *= FadeInOut(iTexCoord.s,8);
+
+ //set it to the results
+ oColor = alphaOver(
+ oColor,
+ vec4(1.0,1.0,1.0,sparkle)
+ );
+
+ //output the color
+ setOutputColor(oColor);
+}
\ No newline at end of file
diff --git a/resources/shaders/unicorn-fart.frag b/resources/shaders/unicorn-fart.frag
new file mode 100644
index 0000000..7a63590
--- /dev/null
+++ b/resources/shaders/unicorn-fart.frag
@@ -0,0 +1,521 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+// The width of the fading effect is loaded from the settings.
+
+uniform float uSparkCount;
+uniform vec2 uSparkStartEnd;
+uniform float uSparkOffset;
+uniform float uStarCount;
+uniform float uStarRot;
+uniform float uStarSize;
+uniform vec2 uStarStartEnd;
+uniform float uBlurQuality;
+uniform float uSeed;
+
+
+//particle colors
+uniform vec4 uSparkColor0;
+uniform vec4 uSparkColor1;
+uniform vec4 uSparkColor2;
+uniform vec4 uSparkColor3;
+uniform vec4 uSparkColor4;
+uniform vec4 uSparkColor5;
+
+//star colors
+uniform vec4 uStarColor0;
+uniform vec4 uStarColor1;
+uniform vec4 uStarColor2;
+uniform vec4 uStarColor3;
+uniform vec4 uStarColor4;
+uniform vec4 uStarColor5;
+
+
+// Define a constant for 2 * PI (tau), which represents a full circle in radians.
+const float PI = 3.14159265359;
+const float tau = 6.28318530718;
+
+//helps to find the angle
+vec3 getPosByAngle(float angle)
+{
+ return vec3(cos(angle), sin(angle), 0);
+}
+
+//this returns the Spark
+float getSpark(vec2 uv,vec2 center, float brightness, float size, float rotation)
+{
+
+ //the size
+ size = clamp(size,0.001,1.0);
+
+ uv = (uv + vec2(0.5)) ; //set center
+ uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size
+
+ //scale
+ uv = uv * 2.0 -1.0;
+ uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), vec2(1.0 - size));
+ uv = uv * 0.5 + 0.5;
+
+ uv = rotate(uv, rotation, vec2(0.5));
+
+
+ //the brightness of the spark
+ brightness = clamp(brightness,0.001,1.0);
+ float bn = mix(0.0,0.07,brightness); //recalculate size
+
+
+ //this is basically the brightness
+ float p = mix(-1.0,1000.0,easeInExpo(bn));
+
+ float m = mix(
+ 0.0,
+ 1.0,
+ clamp(
+ pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
+ )
+ );
+
+ //calcuate and return this mask
+ float mask = easeInSine(1.0 - (m - bn)) - 0.004 ;
+ mask = clamp(mask,0.0,1.0);
+ return mask;
+
+}
+
+
+//this was lifted from aura-glow
+float getMask(float t)
+{
+
+ // Calculate the aspect ratio of the render area
+ float aspect = uSize.x / uSize.y;
+
+ //standard uv
+ vec2 uv = iTexCoord.st;
+
+ // tuv is for when progress is near 0
+ vec2 tuv = uv;
+ tuv -= 0.5; // Shift UV coordinates to center (from [-0.5 to 0.5])
+ tuv.x *= aspect; // Scale x-coordinate to match aspect ratio
+ tuv += 0.5; // Shift UV coordinates back (from [0 to 1])
+
+ //mixing the UVs
+ uv = mix(tuv,uv,t);
+
+ // this controls the shape
+ // -1.0 would be a diamond-ish
+ // 0.0 would be a rounded diamond
+ // 1.0 would be a circle
+ // 2.0 will be sqircle
+ // 1000.0 will be very square
+ float p = mix(1.0,1000.0,
+ easeInExpo(t)
+ );
+
+ //this will be used later to make a mask
+ float m = mix(
+ 0.0,
+ 1.0,
+ clamp(
+ pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
+ )
+ );
+
+ //this is the mask
+ //float mask = (m > t) ? 0.0 : 1.0 ;
+ float mask = (m > t) ? (1.0 - (m - t)) : 1.0 ;
+ mask = clamp(mask,0.0,1.0);
+
+ return mask;
+}
+
+
+// A simple blur function
+vec4 blur(vec2 uv, float radius, float samples) {
+ // Initialize the color accumulator to zero.
+ vec4 color = vec4(0.0);
+
+
+
+ // Number of directions for sampling around the circle.
+ const float directions = 15.0;
+
+ // Outer loop iterates over multiple directions evenly spaced around a circle.
+ for (float d = 0.0; d < tau; d += tau / directions) {
+ // Inner loop samples along each direction, with decreasing intensity.
+ for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
+ // Calculate the offset for this sample based on direction, radius, and step.
+ // The (1.0 - s) term ensures more sampling occurs closer to the center.
+ vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
+
+ // Add the sampled color at the offset position to the accumulator.
+ color += getInputColor(uv + offset);
+ }
+ }
+
+ // Normalize the accumulated color by dividing by the total number of samples
+ // and directions to ensure the result is averaged.
+ return color / samples / directions;
+}
+
+
+//fades out at 0 and 1 ...based on the power
+// 1| __________
+// | / \
+// | / \
+// | / \
+// |/ \
+// 0|0.................1
+/*
+graph above ... where t is close to 0, or 1 the result will fade to zero
+i.e. this is just the function of power(x,p) shifted
+where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
+*/
+float FadeInOut(float t, float power)
+{
+ float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
+ s = clamp(s,0.0,1.0);
+ return s;
+}
+
+
+//returns the Spark's color
+vec4 getSparkColors(float v, float alpha) {
+ // Clamp v to ensure it's in [0.0, 1.0]
+ v = clamp(v, 0.0, 1.0);
+
+ // Define steps for color interpolation
+ float steps[6];
+ steps[0] = 0.0;
+ steps[1] = 0.1666;
+ steps[2] = 0.3332;
+ steps[3] = 0.4998;
+ steps[4] = 0.6664;
+ steps[5] = 0.8330;
+
+ // Define color values
+ vec4 colors[6];
+ colors[0] = uSparkColor0 ;
+ colors[1] = uSparkColor1 ;
+ colors[2] = uSparkColor2 ;
+ colors[3] = uSparkColor3 ;
+ colors[4] = uSparkColor4 ;
+ colors[5] = uSparkColor5 ;
+
+ // Assign alpha values
+ for (int i = 0; i < 6; ++i) {
+ colors[i].a = alpha * colors[i].a;
+ }
+
+ // Handle edge cases
+ if (v <= steps[0]) {
+ return colors[0];
+ }
+ if (v >= steps[5]) {
+ return colors[5];
+ }
+
+ // Find the correct interpolation segment
+ for (int i = 0; i < 5; ++i) {
+ if (v <= steps[i + 1]) {
+ float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
+ return mix(colors[i], colors[i + 1], t);
+ }
+ }
+
+ // Fallback (should never be reached)
+ return vec4(0.0, 0.0, 0.0, 1.0);
+}
+
+
+
+vec4 getSparks(float t)
+{
+
+
+ //the UV for this function
+ float aspect = uSize.x / uSize.y;
+ vec2 uv = iTexCoord.st * vec2(aspect,1.0);
+
+ vec4 result = vec4(0.0);
+
+ //for each spark
+ for (float i = 0.0; i < uSparkCount ; ++i)
+ {
+ //random values
+ vec4 v4 = hash41( i * uSeed);
+
+ //the X and Y position ... at the end
+ vec3 pos = getPosByAngle( (i/uSparkCount) * tau + (v4.x * 0.3) );
+
+ //the distance the spark will travel
+ float d = mix(0.33,0.34,v4.z) ;
+ d = mix(
+ uSparkStartEnd.x + (v4.z * uSparkOffset),
+ uSparkStartEnd.y - (v4.y * uSparkOffset),
+ (1.0 - t)
+ );
+
+ float s = getSpark(
+ uv,
+ vec2(0.5 * aspect,0.5) + ( pos.xy * d ), //position (x, y)
+ FadeInOut(t,8.0) * 0.9 ,//Brightness
+ FadeInOut(t,8.0) * (v4.w * 0.5) ,//Size
+ 0.0 //rotation
+ );
+
+
+ //set the color
+ vec4 c = getSparkColors( hash11(v4.w) ,1.0);
+ s = clamp(s*2.0,0.0,1.0);
+ c.rgb *= s;
+ c.a *= s;
+
+ result += c ;
+
+ }
+
+ //make it bright
+ result.a = pow(result.a,2.0);
+
+ //fade at endges
+ result.a *= FadeInOut(iTexCoord.s,4.0);
+ result.a *= FadeInOut(iTexCoord.t,4.0);
+
+ return clamp(result,vec4(0.0),vec4(1.0));
+ // return result;
+
+}
+
+
+
+
+
+vec4 getStarColors(float v, float alpha) {
+ // Clamp v to ensure it's in [0.0, 1.0]
+ v = clamp(v, 0.0, 1.0);
+
+ // Define steps for color interpolation
+ float steps[6];
+ steps[0] = 0.0;
+ steps[1] = 0.1666;
+ steps[2] = 0.3332;
+ steps[3] = 0.4998;
+ steps[4] = 0.6664;
+ steps[5] = 0.8330;
+
+ // Define color values
+ vec4 colors[6];
+ colors[0] = uStarColor0 ;
+ colors[1] = uStarColor1 ;
+ colors[2] = uStarColor2 ;
+ colors[3] = uStarColor3 ;
+ colors[4] = uStarColor4 ;
+ colors[5] = uStarColor5 ;
+
+ // Assign alpha values
+ for (int i = 0; i < 6; ++i) {
+ colors[i].a = alpha * colors[i].a;
+ }
+
+ // Handle edge cases
+ if (v <= steps[0]) {
+ return colors[0];
+ }
+ if (v >= steps[5]) {
+ return colors[5];
+ }
+
+ // Find the correct interpolation segment
+ for (int i = 0; i < 5; ++i) {
+ if (v <= steps[i + 1]) {
+ float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
+ return mix(colors[i], colors[i + 1], t);
+ }
+ }
+
+ // Fallback (should never be reached)
+ return vec4(0.0, 0.0, 0.0, 1.0);
+}
+
+
+
+
+//gets the mask of a Star
+float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
+{
+
+ float radiusMax = 1.0;
+ float radiusMin = radiusMax * radiusRatio;
+
+ float starangle = 2.0 * PI / npoints; // Angle between points on the star
+
+ // Offset rotation to ensure one point is always up when rotation = 0
+ rotation += PI / 2.0 - starangle / 1.0;
+
+ // Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
+ vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
+ vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
+
+ // Calculate the position of the current fragment relative to the star's center
+ vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
+ float curRadius = length(curPosuv); // Radius from center, no need to scale further
+ float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
+
+ // Determine the fractional position within the current star segment
+ float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
+ if (a >= 0.5)
+ a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
+
+ // Calculate the current point on the star segment, applying rotation
+ a = a * starangle; // Actual angle for this position on the segment
+ vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
+
+ // Calculate directions for edge detection using cross product
+ vec3 dir0 = p1 - p0; // Vector from outer to inner point
+ vec3 dir1 = curPos - p0; // Vector from outer point to current position
+
+ // Use cross product to determine if `curPos` is inside the star's edge
+ return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
+}
+
+
+//convert the XY to angle
+float XYtoAngle(vec2 XY)
+{
+ return atan(XY.y, XY.x);
+}
+
+
+vec4 getStars(float t)
+{
+
+ //the UV for this function
+ float aspect = uSize.x / uSize.y;
+ vec2 uv = iTexCoord.st * vec2(aspect,1.0);
+
+ // float result = 0.0;
+ vec4 result = vec4(0.0);
+
+ //loop for each star
+ for (float i = 0.0; i < uStarCount ; ++i)
+ {
+ //random values for this star
+ vec4 v4 = hash41( i * uSeed);
+
+ //the X and Y position ... at the end
+ vec3 pos = getPosByAngle( (i/uStarCount) * tau + (uStarRot * tau * t) );
+
+ //the distance the spark will travel
+ float d = mix(0.33,0.34,v4.z) ;
+ d = mix(
+ uStarStartEnd.x ,
+ uStarStartEnd.y ,
+ (1.0 - t)
+ );
+
+
+ float s = getStar(
+ uv,
+ vec2(0.5 * aspect,0.5) + ( pos.xy * d ), //position (x, y)
+ 5.0, //npoints
+ 0.5, //Ratio
+ FadeInOut(t,4.0) * uStarSize,//Size
+ PI //rotation
+ );
+
+
+ s *= FadeInOut(iTexCoord.s,4.0);
+ s *= FadeInOut(iTexCoord.t,4.0);
+ s = clamp(s,0.0,1.0);
+
+ //the color is based on it's starting location
+ vec4 color = getStarColors( i/uStarCount ,1.0);
+ result += vec4(color.rgb * s,s * color.a);
+
+ }
+
+
+ return result;
+
+}
+
+
+
+void main() {
+ // Calculate the progression value based on the animation direction.
+ // If opening, use uProgress as-is; if closing, invert the progression.
+ float progress = uForOpening ? 1.0 - uProgress : uProgress ;
+
+ //zero to one... mostly one
+ float ztomo = remap(
+ progress,
+ 0.0,0.1,
+ 0.0,1.0
+ );
+ ztomo = easeInOutSine(ztomo);
+
+ //progress variants
+ // float oExpo = easeOutExpo(progress);
+ // float iExpo = easeInExpo(progress);
+ // float oQuad = easeOutQuad(progress);
+ float ioCubic = easeInOutCubic(progress);
+ float ioSine = easeInOutSine(progress);
+
+ vec2 uv = iTexCoord.st;
+ //center
+ uv = uv * 2.0 - 1.0;
+ //scale
+ uv /= mix(vec2(0.5,0.5), vec2(0.0,0.0), ioCubic);
+ // scale from center
+ uv = uv * 0.5 + 0.5;
+
+ //get blured version of the window
+ vec4 oColor = blur(uv, ioCubic * 200.0,uBlurQuality);
+
+ oColor.a *= (1.0 - ioSine);
+
+ //get and apply sparks
+ if (uSparkCount > 0)
+ {
+ vec4 sparks = getSparks(ioSine);
+ oColor = alphaOver(oColor, sparks);
+ }
+
+ //get and apply stars
+ if (uStarCount > 0 )
+ {
+ oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,ioSine)));
+ }
+
+ setOutputColor(oColor);
+}
\ No newline at end of file
diff --git a/resources/ui/adw/aura-glow.ui b/resources/ui/adw/aura-glow.ui
new file mode 100644
index 0000000..8336196
--- /dev/null
+++ b/resources/ui/adw/aura-glow.ui
@@ -0,0 +1,366 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/resources/ui/adw/mushroom.ui b/resources/ui/adw/mushroom.ui
new file mode 100644
index 0000000..e8275fd
--- /dev/null
+++ b/resources/ui/adw/mushroom.ui
@@ -0,0 +1,439 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Animation Time [ms]
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 5000
+ 100
+ 10
+ 100
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Effect Presets
+ mushroom-star-color-preset-button
+
+
+
+ center
+ Choose a Preset
+
+
+
+
+
+
+
+
+
+ Scale Style
+ 8Bit --- Smooth
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.0
+ 0.1
+ 0.25
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Spark Count
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 25
+ 0
+ 1
+ 5
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Spark Rotation
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 3.0
+ -3.0
+ 0.5
+ 0.25
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Spark Color
+
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Rays Color
+
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Star Rings Count
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 5
+ 0
+ 1
+ 3
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Star Ring Rotation
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 3.0
+ -3.0
+ 0.25
+ 1.0
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Stars Count Per Ring
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 7
+ 0
+ 1
+ 3
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Star Gradient
+
+
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
diff --git a/resources/ui/adw/rgbwarp.ui b/resources/ui/adw/rgbwarp.ui
new file mode 100644
index 0000000..07fb495
--- /dev/null
+++ b/resources/ui/adw/rgbwarp.ui
@@ -0,0 +1,245 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Animation Time [ms]
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 5000
+ 100
+ 10
+ 100
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ WaveSize
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ Brightness
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.0
+ 0.1
+ 0.25
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ OffsetRed
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ OffsetGreen
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ OffsetBlue
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
diff --git a/resources/ui/adw/team-rocket.ui b/resources/ui/adw/team-rocket.ui
new file mode 100644
index 0000000..fb5156f
--- /dev/null
+++ b/resources/ui/adw/team-rocket.ui
@@ -0,0 +1,267 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Animation Time [ms]
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 5000
+ 100
+ 10
+ 100
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ Animation Split
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 0.8
+ 0.2
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ X
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ -1.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ Y
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ -1.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Rotate Window
+ team-rocket-win-rot
+
+
+ center
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ Sparkle Size
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ 0.5
+ 0.1
+ 0.25
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ Sparkle Rotation
+
+
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+
+ 1.0
+ -1.0
+ 0.1
+ 0.25
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
diff --git a/resources/ui/adw/unicorn-fart.ui b/resources/ui/adw/unicorn-fart.ui
new file mode 100644
index 0000000..9450b81
--- /dev/null
+++ b/resources/ui/adw/unicorn-fart.ui
@@ -0,0 +1,535 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Animation Time [ms]
+
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+
+ 5000
+ 100
+ 10
+ 100
+
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+ Effect Presets
+ unicorn-fart-preset-button
+
+
+
+ center
+ Choose a Preset
+
+
+
+
+
+
+
+
+ Spark Count
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+ 100
+ 0
+ 1
+ 10
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Spark Start
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 0.5
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Spark End
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 1.0
+ 0.5
+ 0.01
+ 0.1
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Spark offset
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 0.5
+ 0.0
+ 0.1
+ 0.25
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Star Count
+
+
+ center
+ 1
+ 0
+ left
+ 300
+
+
+ 25
+ 0
+ 1
+ 5
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Star Rotation
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 3.0
+ -3.0
+ 0.1
+ 0.5
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Star Size
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 0.1
+ 0.0
+ 0.1
+ 0.5
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Star Start
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 0.5
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Star End
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 1.0
+ 0.5
+ 0.01
+ 0.1
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+ Blur Quality
+
+
+ center
+ 1
+ 2
+ left
+ 300
+
+
+ 10.0
+ 0.0
+ 0.01
+ 0.1
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Value
+
+
+
+
+
+
+
+
+
+
+ Particle Colors
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Values
+
+
+
+
+
+
+
+
+
+ Star Colors
+
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+ 1
+ 1
+ center
+
+
+
+
+
+
+ edit-clear-symbolic
+ center
+ Reset to Default Values
+
+
+
+
+
+
+
+
+
+
diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
index f7682cc..80afe51 100644
--- a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
+++ b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
@@ -823,7 +823,7 @@ SPDX-License-Identifier: CC0-1.0
-
+
@@ -850,6 +850,449 @@ SPDX-License-Identifier: CC0-1.0
The Quality of the Blur (Setting this too high may increase GPU load and affect performance)
+
+
+
+
+
+ false
+ mushroom Enable Effect
+ Use the mushroom effect.
+
+
+
+ 1500
+ mushroom Animation Time
+ The time the mushroom effect takes.
+
+
+
+
+
+ 1.0
+ 8Bit or Smooth Scaling
+ How the window scales
+
+
+
+ 4
+ The Number of Sparks
+ The Number of Sparks
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ The Sparks Color
+ The Sparks Color
+
+
+
+ 0.3
+ The Number of Rotations the Sparks do
+ The Number of Rotations the Sparks do
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ The Rays Color
+ The Rays Color
+
+
+
+ 3
+ Number of Rings
+ Number of Rings
+
+
+
+ 1.33
+ The Number of Rotations/Cycles the Stars do
+ The Number of Rotations/Cycles the Stars do
+
+
+
+ 5
+ The Number of Stars in each Ring
+ The Number of Stars in each Ring
+
+
+
+ "rgba(233, 249, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(233, 249, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(91, 255, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(91, 255, 1, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(0, 240, 236, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+ "rgba(0, 240, 236, 1.0)"
+ Star Color 1
+ The Nth color of the Star gradient.
+
+
+
+
+
+
+
+
+
+ false
+ Aura Glow Enable Effect
+ Use the Aura Glow effect.
+
+
+
+ 1500
+ Aura Glow Animation Time
+ The time the Aura Glow effect takes.
+
+
+
+ false
+ Aura Glow Random Color Offset
+ Ramdomize the color offset
+
+
+
+ 0.0
+ Aura Glow Color Offset
+ Changes the inital color of the glow
+
+
+
+ 1.0
+ Aura Glow Color Speed
+ The Speed at which the color changes
+
+
+
+ 1.0
+ Aura Glow Color Saturation
+ Amount of color in the effect
+
+
+
+
+
+ 1.0
+ Aura Glow Size of the Color Edge
+ Size of the Color Edge
+
+
+
+ -1.0
+ Aura Glow Edge Shape
+ The Shape at the end of the animation
+
+
+
+ 0.0
+ Aura Glow Edge Hardness
+ The Hardness of the Edge
+
+
+
+ 50.0
+ Aura Glow Blur
+ Changes the Blue Amount
+
+
+
+ 0.0
+ Aura Glow Fade Out
+ The Percent at which the window will fade out
+
+
+
+
+
+
+
+ false
+ RGBWarp Enable Effect
+ Use the RGBWarp.
+
+
+
+ 1500
+ RGBWarp Animation Time
+ The time the RGBWarp effect takes.
+
+
+
+ 1.0
+ RGBWarp Width
+ Width of the effect.
+
+
+
+ 1.0
+ RGBWarp Brightness
+ brightness of the effect.
+
+
+
+ 1.0
+ RGBWarp Red Offset
+ Red offset of the effect.
+
+
+
+ 0.90
+ RGBWarp Green Offset
+ Green offset of the effect.
+
+
+
+ 0.80
+ RGBWarp Blue Offset
+ Blue offset of the effect.
+
+
+
+
+
+
+
+ false
+ Team Rocket Enable Effect
+ Use the Team Rocket effect.
+
+
+
+ 1500
+ Team Rocket Animation Time
+ The time the Team Rocket effect takes.
+
+
+
+ 0.5
+ Window vs Sparkle split
+ Window vs Sparkle split
+
+
+
+ 0.0
+ Team Rocket X
+ X position
+
+
+
+ 0.0
+ Team Rocket Y
+ Y position
+
+
+
+ false
+ Rotate the Window
+ Rotate the Window
+
+
+
+ 0.33
+ Sparkle Rotation
+ Sparkle Rotation
+
+
+
+ 0.75
+ Sparkle Size
+ Sparkle Size
+
+
+
+
+
+
+
+
+ false
+ Unicorn Fart Enable Effect
+ Use the Unicorn Fart effect.
+
+
+
+ 1500
+ Unicorn Fart Animation Time
+ The time the Unicorn Fart effect takes.
+
+
+
+
+
+ 25
+ Number of Sparks
+ Set the total number of sparks generated.
+
+
+
+ 0.0
+ Spark Start Point
+ Define the starting position for sparks.
+
+
+
+ 1.0
+ Spark End Point
+ Define the ending position for sparks.
+
+
+
+ 0.5
+ Spark Offset
+ Set the positional offset for sparks.
+
+
+
+
+ 6
+ Number of Stars
+ Set the total number of stars displayed.
+
+
+
+ 0.33
+ Star Rotation
+ Control the rotational angle of stars.
+
+
+
+ 0.1
+ Star Size
+ Set the size of the stars.
+
+
+
+ 0.0
+ Star Start Point
+ Define the starting position for stars.
+
+
+
+ 1.0
+ Star End Point
+ Define the ending position for stars.
+
+
+
+
+ 5.0
+ Blur Quality
+ Set the quality level for the blur effect.
+
+
+
+ 1.0
+ Random Seed
+ Define the seed value for random effects.
+
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ Primary Particle Color
+ Set the first color used for particles.
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ Secondary Particle Color
+ Set the second color used for particles.
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ Tertiary Particle Color
+ Set the third color used for particles.
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ Quaternary Particle Color
+ Set the fourth color used for particles.
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ Quinary Particle Color
+ Set the fifth color used for particles.
+
+
+
+ "rgba(255, 255, 255, 1.0)"
+ Senary Particle Color
+ Set the sixth color used for particles.
+
+
+
+
+ "rgba(255, 0, 0, 1.0)"
+ Primary Star Color
+ Set the first color used for stars.
+
+
+
+ "rgba(255, 255, 0, 1.0)"
+ Secondary Star Color
+ Set the second color used for stars.
+
+
+
+ "rgba(0, 255, 0, 1.0)"
+ Tertiary Star Color
+ Set the third color used for stars.
+
+
+
+ "rgba(0, 255, 255, 1.0)"
+ Quaternary Star Color
+ Set the fourth color used for stars.
+
+
+
+ "rgba(0, 0, 255, 1.0)"
+ Quinary Star Color
+ Set the fifth color used for stars.
+
+
+
+ "rgba(255, 0, 255, 1.0)"
+ Senary Star Color
+ Set the sixth color used for stars.
+
+
-
\ No newline at end of file
+
diff --git a/src/Shader.js b/src/Shader.js
index 2d53afe..f115f75 100644
--- a/src/Shader.js
+++ b/src/Shader.js
@@ -47,166 +47,164 @@ import * as utils from './utils.js';
// used to clean up any resources.
//////////////////////////////////////////////////////////////////////////////////////////
-export var Shader = GObject.registerClass(
- {
- Signals: {
- 'begin-animation': {
- param_types: [
- Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
- Clutter.Actor.$gtype
- ]
- },
- 'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
- 'end-animation': {}
- }
- },
- class Shader extends Shell.GLSLEffect { // --------------------------------------------
- // The constructor automagically loads the shader's source code (in
- // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl
- // resolving any #includes in this file.
- _init(nick) {
- this._nick = nick;
+export var Shader = GObject.registerClass({
+ Signals: {
+ 'begin-animation': {
+ param_types: [
+ Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
+ Clutter.Actor.$gtype
+ ]
+ },
+ 'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
+ 'end-animation': {}
+ }
+},
+ class Shader extends Shell.GLSLEffect{
+ // --------------------------------------------
+ // The constructor automagically loads the shader's source code (in
+ // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl
+ // resolving any #includes in this file.
+ _init(nick) {
+ this._nick = nick;
- // This will call vfunc_build_pipeline().
- super._init();
+ // This will call vfunc_build_pipeline().
+ super._init();
- // These will be updated during the animation.
- this._progress = 0;
- this._time = 0;
+ // These will be updated during the animation.
+ this._progress = 0;
+ this._time = 0;
- // Store standard uniform locations.
- this._uForOpening = this.get_uniform_location('uForOpening');
- this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
- this._uProgress = this.get_uniform_location('uProgress');
- this._uDuration = this.get_uniform_location('uDuration');
- this._uSize = this.get_uniform_location('uSize');
- this._uPadding = this.get_uniform_location('uPadding');
+ // Store standard uniform locations.
+ this._uForOpening = this.get_uniform_location('uForOpening');
+ this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
+ this._uProgress = this.get_uniform_location('uProgress');
+ this._uDuration = this.get_uniform_location('uDuration');
+ this._uSize = this.get_uniform_location('uSize');
+ this._uPadding = this.get_uniform_location('uPadding');
- // Create a timeline to drive the animation.
- this._timeline = new Clutter.Timeline();
+ // Create a timeline to drive the animation.
+ this._timeline = new Clutter.Timeline();
- // Call updateAnimation() once a frame.
- this._timeline.connect('new-frame', (t) => {
- if (this._testMode) {
- this.updateAnimation(0.5);
- } else {
- this.updateAnimation(t.get_progress());
- }
- });
-
- // Clean up if the animation finished or was interrupted.
- this._timeline.connect('stopped', (t, finished) => {
- this.endAnimation();
- });
- }
-
- // This is called once each time the shader is used.
- beginAnimation(settings, forOpening, testMode, duration, actor) {
- if (this._timeline.is_playing()) {
- this._timeline.stop();
+ // Call updateAnimation() once a frame.
+ this._timeline.connect('new-frame', (t) => {
+ if (this._testMode) {
+ this.updateAnimation(0.5);
+ } else {
+ this.updateAnimation(t.get_progress());
}
+ });
- // On GNOME 3.36 this method was not yet available.
- if (this._timeline.set_actor) {
- this._timeline.set_actor(actor);
- }
+ // Clean up if the animation finished or was interrupted.
+ this._timeline.connect('stopped', (t, finished) => {
+ this.endAnimation();
+ });
+ }
- this._timeline.set_duration(duration);
- this._timeline.start();
-
- // Make sure that no fullscreen window is drawn over our animations.
- Meta.disable_unredirect_for_display(global.display);
- global.begin_work();
-
- // Reset progress value.
- this._progress = 0;
- this._testMode = testMode;
-
- // This is not necessarily symmetric, but I haven't figured out a way to
- // get the actual values...
- const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
- const isFullscreen =
- actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
- actor.meta_window.fullscreen;
-
- this.set_uniform_float(this._uPadding, 1, [padding]);
- this.set_uniform_float(this._uForOpening, 1, [forOpening]);
- this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
- this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
- this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
-
- this.emit('begin-animation', settings, forOpening, testMode, actor);
+ // This is called once each time the shader is used.
+ beginAnimation(settings, forOpening, testMode, duration, actor) {
+ if (this._timeline.is_playing()) {
+ this._timeline.stop();
}
- // This is called at each frame during the animation.
- updateAnimation(progress) {
- // Store the current progress value. The corresponding signal is emitted each frame
- // in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
- // by handlers must not have been created yet.
- this._progress = progress;
-
- this.queue_repaint();
+ // On GNOME 3.36 this method was not yet available.
+ if (this._timeline.set_actor) {
+ this._timeline.set_actor(actor);
}
- // This will stop any running animation and emit the end-animation signal.
- endAnimation() {
- // This will call endAnimation() again, so we can return for now.
- if (this._timeline.is_playing()) {
- this._timeline.stop();
- return;
- }
+ this._timeline.set_duration(duration);
+ this._timeline.start();
- // Restore unredirecting behavior for fullscreen windows.
- Meta.enable_unredirect_for_display(global.display);
- global.end_work();
+ // Make sure that no fullscreen window is drawn over our animations.
+ Meta.disable_unredirect_for_display(global.display);
+ global.begin_work();
- this.emit('end-animation');
+ // Reset progress value.
+ this._progress = 0;
+ this._testMode = testMode;
+
+ // This is not necessarily symmetric, but I haven't figured out a way to
+ // get the actual values...
+ const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
+ const isFullscreen = actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
+ actor.meta_window.fullscreen;
+
+ this.set_uniform_float(this._uPadding, 1, [padding]);
+ this.set_uniform_float(this._uForOpening, 1, [forOpening]);
+ this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
+ this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
+ this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
+
+ this.emit('begin-animation', settings, forOpening, testMode, actor);
+ }
+
+ // This is called at each frame during the animation.
+ updateAnimation(progress) {
+ // Store the current progress value. The corresponding signal is emitted each frame
+ // in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
+ // by handlers must not have been created yet.
+ this._progress = progress;
+
+ this.queue_repaint();
+ }
+
+ // This will stop any running animation and emit the end-animation signal.
+ endAnimation() {
+ // This will call endAnimation() again, so we can return for now.
+ if (this._timeline.is_playing()) {
+ this._timeline.stop();
+ return;
}
- // This is called by the constructor. This means, it's only called when the
- // effect is used for the first time.
- vfunc_build_pipeline() {
+ // Restore unredirecting behavior for fullscreen windows.
+ Meta.enable_unredirect_for_display(global.display);
+ global.end_work();
- // Shell.GLSLEffect requires the declarations and the main source code as separate
- // strings. As it's more convenient to store the in one GLSL file, we use a regex
- // here to split the source code in two parts.
- const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
+ this.emit('end-animation');
+ }
- // Match anything between the curly brackets of "void main() {...}".
- const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
- const match = regex.exec(code);
+ // This is called by the constructor. This means, it's only called when the
+ // effect is used for the first time.
+ vfunc_build_pipeline() {
+ // Shell.GLSLEffect requires the declarations and the main source code as separate
+ // strings. As it's more convenient to store the in one GLSL file, we use a regex
+ // here to split the source code in two parts.
+ const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
- const declarations = code.substr(0, match.index);
- const main = match[1];
+ // Match anything between the curly brackets of "void main() {...}".
+ const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
+ const match = regex.exec(code);
- this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
- }
+ const declarations = code.substr(0, match.index);
+ const main = match[1];
- // We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
- // the handler. This could still be null if called from the updateAnimation() above.
- vfunc_paint_target(...params) {
- this.emit('update-animation', this._progress);
+ this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
+ }
- // Starting with GNOME 44.2, the alpha channel is not written to by default. We need
- // to undo this. It is a pity that we have to do this here, as it is not really
- // required to be done each frame. But it's the only place where we can do it.
- // https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
- this.get_pipeline().set_blend(
- 'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
+ // We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
+ // the handler. This could still be null if called from the updateAnimation() above.
+ vfunc_paint_target(...params) {
+ this.emit('update-animation', this._progress);
- this.set_uniform_float(this._uProgress, 1, [this._progress]);
- super.vfunc_paint_target(...params);
- }
+ // Starting with GNOME 44.2, the alpha channel is not written to by default. We need
+ // to undo this. It is a pity that we have to do this here, as it is not really
+ // required to be done each frame. But it's the only place where we can do it.
+ // https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
+ this.get_pipeline().set_blend(
+ 'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
- // --------------------------------------------------------------------- private stuff
+ this.set_uniform_float(this._uProgress, 1, [this._progress]);
+ super.vfunc_paint_target(...params);
+ }
- // This loads a GLSL file from the extension's resources to a JavaScript string. The
- // code from "common.glsl" is prepended automatically.
- _loadShaderResource(path) {
- let common = utils.getStringResource('/shaders/common.glsl');
- let code = utils.getStringResource(path);
+ // --------------------------------------------------------------------- private stuff
- // Add a trailing newline. Else the GLSL compiler complains...
- return common + '\n' + code + '\n';
- }
- });
+ // This loads a GLSL file from the extension's resources to a JavaScript string. The
+ // code from "common.glsl" is prepended automatically.
+ _loadShaderResource(path) {
+ let common = utils.getStringResource('/shaders/common.glsl');
+ let code = utils.getStringResource(path);
+
+ // Add a trailing newline. Else the GLSL compiler complains...
+ return common + '\n' + code + '\n';
+ }
+});
diff --git a/src/ShaderFactory.js b/src/ShaderFactory.js
index c73e2fe..b828e86 100644
--- a/src/ShaderFactory.js
+++ b/src/ShaderFactory.js
@@ -61,7 +61,7 @@ export default class ShaderFactory {
// Only try to register the new type once.
if (GObject.type_from_name(typeName) == null) {
const outerThis = this;
- GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader {
+ GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader{
// This will actually load the GLSL source code from the resources.
_init() {
super._init(outerThis._nick);
diff --git a/src/effects/AuraGlow.js b/src/effects/AuraGlow.js
new file mode 100644
index 0000000..a6028ba
--- /dev/null
+++ b/src/effects/AuraGlow.js
@@ -0,0 +1,254 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect was inspired by apple's new siri effect. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+
+
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Store uniform locations of newly created shaders.
+ shader._uColorSpeed = shader.get_uniform_location('uColorSpeed');
+ shader._uRandomColorOffset = shader.get_uniform_location('uRandomColorOffset');
+ shader._uColorOffset = shader.get_uniform_location('uColorOffset');
+ shader._uColorSaturation = shader.get_uniform_location('uColorSaturation');
+
+ shader._uEdgeSize = shader.get_uniform_location('uEdgeSize');
+ shader._uEdgeShape = shader.get_uniform_location('uEdgeShape');
+ shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness');
+
+ shader._uBlur = shader.get_uniform_location('uBlur');
+ shader._uFadeOut = shader.get_uniform_location('uFadeOut');
+ shader._uSeed = shader.get_uniform_location('uSeed');
+
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ shader.set_uniform_float(shader._uColorSpeed, 1, [
+ settings.get_double('aura-glow-color-speed'),
+ ]);
+
+ shader.set_uniform_float(shader._uRandomColorOffset, 1,
+ [settings.get_boolean('aura-glow-random-color')]);
+
+ shader.set_uniform_float(shader._uColorOffset, 1, [
+ settings.get_double('aura-glow-color-offset'),
+ ]);
+
+ shader.set_uniform_float(shader._uColorSaturation, 1, [
+ settings.get_double('aura-glow-color-saturation'),
+ ]);
+
+ shader.set_uniform_float(shader._uEdgeSize, 1, [
+ settings.get_double('aura-glow-edge-size'),
+ ]);
+ shader.set_uniform_float(shader._uEdgeShape, 1, [
+ settings.get_double('aura-glow-edge-shape'),
+ ]);
+ shader.set_uniform_float(shader._uEdgeHardness, 1, [
+ settings.get_double('aura-glow-edge-hardness'),
+ ]);
+
+ shader.set_uniform_float(shader._uBlur, 1, [
+ settings.get_double('aura-glow-blur'),
+ ]);
+
+ shader.set_uniform_float(shader._uFadeOut, 1, [
+ settings.get_double('aura-glow-fade-out'),
+ ]);
+
+ // shader.set_uniform_float(shader._uLightTheme, 1, [
+ // Effect.getCurrentThemeMode(),
+ // ]);
+
+ // this will be used with a has function to get a random number
+ // clang-format off
+ shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
+ // clang-format on
+ });
+ });
+ }
+
+
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'aura-glow';
+ }
+
+ // 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 _('Aura Glow');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+ dialog.bindAdjustment('aura-glow-animation-time');
+ dialog.bindAdjustment('aura-glow-color-speed');
+ dialog.bindSwitch('aura-glow-random-color');
+ dialog.bindAdjustment('aura-glow-color-offset');
+ dialog.bindAdjustment('aura-glow-color-saturation');
+
+ dialog.bindAdjustment('aura-glow-edge-size');
+ dialog.bindAdjustment('aura-glow-edge-shape');
+ dialog.bindAdjustment('aura-glow-edge-hardness');
+
+ dialog.bindAdjustment('aura-glow-blur');
+ dialog.bindAdjustment('aura-glow-fade-out');
+
+ // enable and disable the one slider
+ function EnableDisablePref(dialog, state) {
+ dialog.getBuilder()
+ .get_object('aura-glow-color-offset-scale')
+ .set_sensitive(!state);
+ }
+
+ // if we use a checkbox instead of a switch
+ /*
+ const randColor = dialog.getBuilder().get_object('aura-glow-random-color');
+ if (randColor) {
+ // Connect to the "toggled" signal to update preferences dynamically
+ randColor.connect('toggled', (widget) => {
+ const state = widget.get_active(); // Retrieve the state directly
+ EnableDisablePref(dialog, state); // Update sensitivity when the state changes
+ });
+
+ // Manually call the update function on startup, using the initial state of the
+ // switch
+ const initialState =
+ randColor.get_active(); // Get the initial state of the check button
+ EnableDisablePref(dialog, initialState);
+ } else {
+ // Log an error if the switch widget is not found in the UI
+ log('Error: \'aura-glow-random-color\' switch widget not found.');
+ }
+ */
+
+ // if we use a switch instead of a checkbox
+
+ const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
+ if (switchWidget) {
+ // Connect to the "state-set" signal to update preferences dynamically based on
+ // the switch state.
+ switchWidget.connect('state-set', (widget, state) => {
+ EnableDisablePref(dialog, state); // Update sensitivity when the state changes.
+ });
+
+ // Manually call the update function on startup, using the initial state of the
+ // switch.
+ const initialState =
+ switchWidget.get_active(); // Get the current state of the switch.
+ EnableDisablePref(dialog, initialState);
+ } else {
+ // Log an error if the switch widget is not found in the UI.
+ log('Error: \'aura-glow-random-color\' switch widget not found.');
+ }
+
+
+ // Retrieve the necessary objects
+ const colorOffset = dialog.getBuilder().get_object('aura-glow-color-offset-scale');
+ const actionRow = dialog.getBuilder().get_object('aura-glow-action-row');
+
+ if (colorOffset == null) {
+ log('colorOffset is null');
+ }
+
+
+ // Define an array of color names based on the slider value
+ const colorNames = [
+ 'Red', // 0.00
+ 'Reddish-Orange', // 0.05
+ 'Orange', // 0.10
+ 'Yellow-Orange', // 0.15
+ 'Yellow-Green', // 0.20
+ 'Lime Green', // 0.25
+ 'Green', // 0.30
+ 'Greenish-Cyan', // 0.35
+ 'Aqua', // 0.40
+ 'Light Cyan', // 0.45
+ 'Cyan', // 0.50
+ 'Sky Cyan', // 0.55
+ 'Sky Blue', // 0.60
+ 'Light Blue', // 0.65
+ 'Blue', // 0.70
+ 'Indigo', // 0.75
+ 'Purple', // 0.80
+ 'Magenta', // 0.85
+ 'Pinkish-Red', // 0.90
+ 'Crimson', // 0.95
+ 'Red' // 1.00 (wraps around)
+ ];
+
+ // Function to update the subtitle based on the slider value
+ const updateSubtitle = () => {
+ const value = colorOffset.get_value(); // Get the current slider value
+ const index = Math.round(value * 20); // Map value [0.0, 1.0] to index [0, 10]
+ actionRow.set_subtitle(
+ colorNames[index]); // Update subtitle with the corresponding color
+ };
+
+ // Connect the value-changed signal to the updateSubtitle function
+ // Connect the value-changed signal to the updateSubtitle function
+ colorOffset.connect('value-changed', updateSubtitle);
+
+ // Initialize the subtitle on load
+ updateSubtitle();
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+}
\ No newline at end of file
diff --git a/src/effects/Fire.js b/src/effects/Fire.js
index 6ea498d..b325fac 100644
--- a/src/effects/Fire.js
+++ b/src/effects/Fire.js
@@ -195,6 +195,17 @@ export default class Effect {
color3: 'rgba(207,235,255,0.84)',
color4: 'rgb(208,243,255)',
color5: 'rgb(255,255,255)'
+ },
+ // i don't think he'll notice if i sneak this in
+ {
+ name: _('Nuclear ☢️'),
+ scale: 1.5,
+ speed: 0.5,
+ color1: 'rgba(0,0,0,0)',
+ color2: 'rgba(2, 40, 0, 0.3)',
+ color3: 'rgba(0, 200, 50, 0.9)',
+ color4: 'rgba(255, 255, 0, 1.0)',
+ color5: 'rgba(255, 255, 255, 1.0)'
}
];
diff --git a/src/effects/Mushroom.js b/src/effects/Mushroom.js
new file mode 100644
index 0000000..8a2f027
--- /dev/null
+++ b/src/effects/Mushroom.js
@@ -0,0 +1,389 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+// Import the Gio module from the GNOME platform (GObject Introspection).
+// This module provides APIs for I/O operations, settings management, and other core
+// features.
+import Gio from 'gi://Gio';
+
+// Import utility functions from the local utils.js file.
+// These utilities likely contain helper functions or shared logic used across the
+// application.
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect is inspired by the old 8bit mario video games and the New Super Mario //
+// Bros 2 specifically when mario gets the mushroom. i hope you enjoy this little blast //
+// from the past. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // very basic effect... so nothing here
+
+ shader._uGradient = [
+ shader.get_uniform_location('uStarColor0'),
+ shader.get_uniform_location('uStarColor1'),
+ shader.get_uniform_location('uStarColor2'),
+ shader.get_uniform_location('uStarColor3'),
+ shader.get_uniform_location('uStarColor4'),
+ shader.get_uniform_location('uStarColor5'),
+ ];
+
+
+ shader._uScaleStyle = shader.get_uniform_location('uScaleStyle');
+
+ shader._uSparkCount = shader.get_uniform_location('uSparkCount');
+ shader._uSparkColor = shader.get_uniform_location('uSparkColor');
+ shader._uSparkRotation = shader.get_uniform_location('uSparkRotation');
+
+ shader._uRaysColor = shader.get_uniform_location('uRaysColor');
+
+ shader._uRingCount = shader.get_uniform_location('uRingCount');
+ shader._uRingRotation = shader.get_uniform_location('uRingRotation');
+ shader._uStarCount = shader.get_uniform_location('uStarCount');
+
+ shader._uSeed = shader.get_uniform_location('uSeed');
+
+ // And update all uniforms at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ for (let i = 0; i <= 5; i++) {
+ shader.set_uniform_float(
+ shader._uGradient[i], 4,
+ utils.parseColor(settings.get_string('mushroom-star-color-' + i)));
+ }
+
+ // clang-format off
+
+ shader.set_uniform_float(shader._uScaleStyle, 1, [settings.get_double('mushroom-scale-style')]);
+
+ shader.set_uniform_float(shader._uSparkCount, 1, [settings.get_int('mushroom-spark-count')]);
+ shader.set_uniform_float(shader._uSparkColor, 4, utils.parseColor(settings.get_string('mushroom-spark-color')));
+ shader.set_uniform_float(shader._uSparkRotation, 1, [settings.get_double('mushroom-spark-rotation')]);
+
+ shader.set_uniform_float(shader._uRaysColor, 4, utils.parseColor(settings.get_string('mushroom-rays-color')));
+
+ shader.set_uniform_float(shader._uRingCount, 1, [settings.get_int('mushroom-ring-count')]);
+ shader.set_uniform_float(shader._uRingRotation, 1, [settings.get_double('mushroom-ring-rotation')]);
+ shader.set_uniform_float(shader._uStarCount, 1, [settings.get_int('mushroom-star-count')]);
+
+ shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
+
+ // clang-format on
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'mushroom';
+ }
+
+ // 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 _('Mushroom');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+ dialog.bindAdjustment('mushroom-animation-time');
+ // dialog.bindSwitch('mushroom-8bit-enable');
+
+ dialog.bindAdjustment('mushroom-scale-style');
+
+ dialog.bindAdjustment('mushroom-spark-count');
+ dialog.bindColorButton('mushroom-spark-color');
+ dialog.bindAdjustment('mushroom-spark-rotation');
+
+ dialog.bindColorButton('mushroom-rays-color');
+
+ dialog.bindAdjustment('mushroom-ring-count');
+ dialog.bindAdjustment('mushroom-ring-rotation');
+ dialog.bindAdjustment('mushroom-star-count');
+
+ dialog.bindColorButton('mushroom-star-color-0');
+ dialog.bindColorButton('mushroom-star-color-1');
+ dialog.bindColorButton('mushroom-star-color-2');
+ dialog.bindColorButton('mushroom-star-color-3');
+ dialog.bindColorButton('mushroom-star-color-4');
+ dialog.bindColorButton('mushroom-star-color-5');
+
+
+ // Ensure the button connections and other bindings happen only once,
+ // even if the bindPreferences function is called multiple times.
+ if (!Effect._isConnected) {
+ Effect._isConnected = true;
+
+ // Bind the "reset-star-colors" button to reset all star colors to their default
+ // values.
+ dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
+ // Reset each mushroom star color setting.
+ dialog.getProfileSettings().reset('mushroom-star-color-0');
+ dialog.getProfileSettings().reset('mushroom-star-color-1');
+ dialog.getProfileSettings().reset('mushroom-star-color-2');
+ dialog.getProfileSettings().reset('mushroom-star-color-3');
+ dialog.getProfileSettings().reset('mushroom-star-color-4');
+ dialog.getProfileSettings().reset('mushroom-star-color-5');
+ });
+
+
+ // Initialize the preset dropdown menu for mushroom star colors.
+ Effect._createMushroomPresets(dialog);
+ }
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+
+ // ---------------------------------------------------------------- Presets
+
+ // This function initializes the preset dropdown menu for configuring fire options.
+ // It defines multiple color presets for the "mushroom star" effect and sets up
+ // the logic to apply these presets when selected.
+
+ static _createMushroomPresets(dialog) {
+ // Retrieve the builder object for the dialog and connect to the "realize" event of
+ // the button.
+ dialog.getBuilder()
+ .get_object('mushroom-star-color-preset-button')
+ .connect('realize', (widget) => {
+ // Define an array of color presets, each with a name and six color values (RGBA
+ // format).
+ const presets = [
+ {
+ name: _('8Bit Plumber (Default)'),
+ ScaleStyle: 0.0,
+ SparkCount: 0,
+ SparkColor: 'rgba(255,255,255,0.0)',
+ SparkRotation: 0.33,
+ RayColor: 'rgba(255,255,255,0.0)',
+ RingCount: 0,
+ RingRotation: 0.0,
+ StarCount: 0,
+ color0: 'rgba(233,249,0,1.0)',
+ color1: 'rgba(233,249,0,1.0)',
+ color2: 'rgba(91,255,0,1.0)',
+ color3: 'rgba(91,255,0,1.0)',
+ color4: 'rgba(0,240,236,1.0)',
+ color5: 'rgba(0,240,236,1.0)',
+ },
+ {
+ name: _('New Bros 2 🍄'),
+ ScaleStyle: 1.0,
+ SparkCount: 4,
+ SparkColor: 'rgba(255,255,255,1.0)',
+ SparkRotation: 0.3,
+ RayColor: 'rgba(255,255,255,1.0)',
+ RingCount: 3,
+ RingRotation: 1.33,
+ StarCount: 5,
+ color0: 'rgba(233,249,0,1.0)',
+ color1: 'rgba(233,249,0,1.0)',
+ color2: 'rgba(91,255,0,1.0)',
+ color3: 'rgba(91,255,0,1.0)',
+ color4: 'rgba(0,240,236,1.0)',
+ color5: 'rgba(0,240,236,1.0)',
+ },
+ {
+ name:
+ _('Red White and Blue 🇺🇸'), // A patriotic palette of red, white, and blue
+ ScaleStyle: 1.0,
+ SparkCount: 4,
+ SparkColor: 'rgba(255,255,255,1.0)',
+ SparkRotation: 0.3,
+ RayColor: 'rgba(255,255,255,0.0)',
+ RingCount: 3,
+ RingRotation: 1.33,
+ StarCount: 5,
+ color0: 'rgba(255, 0, 0, 1.0)',
+ color1: 'rgba(255, 0, 0, 1.0)',
+ color2: 'rgba(255,255,255, 1.0)',
+ color3: 'rgba(255,255,255, 1.0)',
+ color4: 'rgba(0,0,255, 1.0)',
+ color5: 'rgba(0,0,255, 1.0)'
+ },
+ {
+ name: _('Rainbow 🌈'), // A vivid rainbow spectrum of colors
+ ScaleStyle: 1.0,
+ SparkCount: 4,
+ SparkColor: 'rgba(255,255,255,1.0)',
+ SparkRotation: 0.3,
+ RayColor: 'rgba(255,255,255,0.0)',
+ RingCount: 3,
+ RingRotation: 2.0,
+ StarCount: 7,
+ color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
+ color1: 'rgba(255, 140, 0, 1.0)', // Bold Orange
+ color2: 'rgba(255, 223, 0, 1.0)', // Bold Yellow
+ color3: 'rgba(50, 205, 50, 1.0)', // Bold Green
+ color4: 'rgba(30, 144, 255, 1.0)', // Bold Blue
+ color5: 'rgba(148, 0, 211, 1.0)' // Bold Purple
+ },
+ {
+ name: _('Cattuccino 😺'), // A soft pastel palette inspired by a
+ // cappuccino theme
+ ScaleStyle: 1.0,
+ SparkCount: 4,
+ SparkColor: 'rgba(255,255,255,1.0)',
+ SparkRotation: 0.3,
+ RayColor: 'rgba(255,255,255,0.0)',
+ RingCount: 3,
+ RingRotation: 2.0,
+ StarCount: 7,
+ color0: 'rgba(239, 146, 160, 1.0)',
+ color1: 'rgba(246, 178, 138, 1.0)',
+ color2: 'rgba(240, 217, 169, 1.0)',
+ color3: 'rgba(175, 223, 159, 1.0)',
+ color4: 'rgba(149, 182, 246, 1.0)',
+ color5: 'rgba(205, 170, 247, 1.0)'
+ },
+ {
+ name: _('Dracula 🦇'), // A dark palette inspired by the Dracula theme
+ ScaleStyle: 1.0,
+ SparkCount: 0,
+ SparkColor: 'rgba(255,255,255,1.0)',
+ SparkRotation: 0.3,
+ RayColor: 'rgba(255,255,255,0.0)',
+ RingCount: 3,
+ RingRotation: 2.0,
+ StarCount: 7,
+ color0: 'rgba(40, 42, 54, 1.0)', // Dark Grey
+ color1: 'rgba(68, 71, 90, 1.0)', // Medium Grey
+ color2: 'rgba(90, 94, 119, 1.0)', // Light Grey
+ color3: 'rgba(90, 94, 119, 1.0)', // Light Grey
+ color4: 'rgba(68, 71, 90, 1.0)', // Medium Grey
+ color5: 'rgba(40, 42, 54, 1.0)' // Dark Grey
+ },
+ {
+ name: _('Sparkle ✨'), // A dark palette inspired by the Dracula theme
+ ScaleStyle: 1.0,
+ SparkCount: 25,
+ SparkColor: 'rgba(255,255,255,1.0)',
+ SparkRotation: 0.3,
+ RayColor: 'rgba(255,255,255,0.0)',
+ RingCount: 0,
+ RingRotation: 1.33,
+ StarCount: 7,
+ color0: 'rgba(255,255,255,0.0)',
+ color1: 'rgba(255,255,255,0.0)',
+ color2: 'rgba(255,255,255,0.0)',
+ color3: 'rgba(255,255,255,0.0)',
+ color4: 'rgba(255,255,255,0.0)',
+ color5: 'rgba(255,255,255,0.0)',
+ }
+ ];
+
+ // Create a new menu model to hold the presets and an action group for handling
+ // selections.
+ const menu = Gio.Menu.new();
+ const group = Gio.SimpleActionGroup.new();
+ const groupName = 'presets';
+
+ // Iterate over the presets to populate the menu.
+ presets.forEach((preset, i) => {
+ // Define an action name based on the preset index.
+ const actionName = 'mushroom' + i;
+
+ // Append the preset name to the menu.
+ menu.append(preset.name, groupName + '.' + actionName);
+
+ // Create a new action for the preset.
+ let action = Gio.SimpleAction.new(actionName, null);
+
+ // Connect the action to a function that loads the preset colors into the
+ // dialog.
+ action.connect('activate', () => {
+ dialog.getProfileSettings().set_double('mushroom-scale-style',
+ preset.ScaleStyle);
+ dialog.getProfileSettings().set_int('mushroom-spark-count',
+ preset.SparkCount);
+ dialog.getProfileSettings().set_string('mushroom-spark-color',
+ preset.SparkColor);
+ dialog.getProfileSettings().set_double('mushroom-spark-rotation',
+ preset.SparkRotation);
+ dialog.getProfileSettings().set_string('mushroom-rays-color',
+ preset.RayColor);
+ dialog.getProfileSettings().set_int('mushroom-ring-count', preset.RingCount);
+ dialog.getProfileSettings().set_double('mushroom-ring-rotation',
+ preset.RingRotation);
+ dialog.getProfileSettings().set_int('mushroom-star-count', preset.StarCount);
+
+ dialog.getProfileSettings().set_string('mushroom-star-color-0',
+ preset.color0);
+ dialog.getProfileSettings().set_string('mushroom-star-color-1',
+ preset.color1);
+ dialog.getProfileSettings().set_string('mushroom-star-color-2',
+ preset.color2);
+ dialog.getProfileSettings().set_string('mushroom-star-color-3',
+ preset.color3);
+ dialog.getProfileSettings().set_string('mushroom-star-color-4',
+ preset.color4);
+ dialog.getProfileSettings().set_string('mushroom-star-color-5',
+ preset.color5);
+ });
+
+ // Add the action to the action group.
+ group.add_action(action);
+ });
+
+ // Assign the populated menu to the preset button.
+ dialog.getBuilder()
+ .get_object('mushroom-star-color-preset-button')
+ .set_menu_model(menu);
+
+ // Insert the action group into the root widget for handling the presets.
+ const root = widget.get_root();
+ root.insert_action_group(groupName, group);
+ });
+ }
+}
diff --git a/src/effects/RGBWarp.js b/src/effects/RGBWarp.js
new file mode 100644
index 0000000..bc87b77
--- /dev/null
+++ b/src/effects/RGBWarp.js
@@ -0,0 +1,117 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect warps the Red Green Blue values //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Store uniform locations of newly created shaders.
+ shader._uWavesize = shader.get_uniform_location('uWavesize');
+ shader._uBrightness = shader.get_uniform_location('uBrightness');
+ shader._uStretchR = shader.get_uniform_location('uStretchR');
+ shader._uStretchG = shader.get_uniform_location('uStretchG');
+ shader._uStretchB = shader.get_uniform_location('uStretchB');
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ shader.set_uniform_float(shader._uWavesize, 1, [
+ settings.get_double('rgbwarp-wavesize'),
+ ]);
+
+ shader.set_uniform_float(shader._uBrightness, 1, [
+ settings.get_double('rgbwarp-brightness'),
+ ]);
+
+ shader.set_uniform_float(shader._uStretchR, 1, [
+ settings.get_double('rgbwarp-offset-r'),
+ ]);
+
+ shader.set_uniform_float(shader._uStretchG, 1, [
+ settings.get_double('rgbwarp-offset-g'),
+ ]);
+
+ shader.set_uniform_float(shader._uStretchB, 1, [
+ settings.get_double('rgbwarp-offset-b'),
+ ]);
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'rgbwarp';
+ }
+
+ // 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 _('RGB Warp Effect');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+
+ dialog.bindAdjustment('rgbwarp-animation-time');
+ dialog.bindAdjustment('rgbwarp-wavesize');
+ dialog.bindAdjustment('rgbwarp-brightness');
+ dialog.bindAdjustment('rgbwarp-offset-r');
+ dialog.bindAdjustment('rgbwarp-offset-g');
+ dialog.bindAdjustment('rgbwarp-offset-b');
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+}
\ No newline at end of file
diff --git a/src/effects/TeamRocket.js b/src/effects/TeamRocket.js
new file mode 100644
index 0000000..c1ecd4b
--- /dev/null
+++ b/src/effects/TeamRocket.js
@@ -0,0 +1,131 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect was inspired by Team Rocket Blasting Off again! //
+// https://c.tenor.com/0ag0MVXUaQEAAAAd/tenor.gif //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Store uniform locations of newly created shaders.
+ shader._uWT = shader.get_uniform_location('uWT');
+ shader._uXpos = shader.get_uniform_location('uXpos');
+ shader._uYpos = shader.get_uniform_location('uYpos');
+ shader._uWinRot = shader.get_uniform_location('uWinRot');
+ shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
+ shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
+
+ shader._uSeed = shader.get_uniform_location('uSeed');
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ shader.set_uniform_float(shader._uWT, 1, [
+ settings.get_double('team-rocket-window-time'),
+ ]);
+
+ shader.set_uniform_float(shader._uXpos, 1, [
+ settings.get_double('team-rocket-x'),
+ ]);
+
+ shader.set_uniform_float(shader._uYpos, 1, [
+ settings.get_double('team-rocket-y'),
+ ]);
+
+ shader.set_uniform_float(shader._uWinRot, 1,
+ [settings.get_boolean('team-rocket-win-rot')]);
+
+ shader.set_uniform_float(shader._uSparkleRot, 1, [
+ settings.get_double('team-rocket-sparkle-rot'),
+ ]);
+
+ shader.set_uniform_float(shader._uSparkleSize, 1, [
+ settings.get_double('team-rocket-sparkle-size'),
+ ]);
+
+ // this will be used with a has function to get a random number
+ // clang-format off
+ shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'team-rocket';
+ }
+
+ // 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 _('TeamRocket');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+
+ dialog.bindAdjustment('team-rocket-animation-time');
+ dialog.bindAdjustment('team-rocket-window-time');
+ dialog.bindAdjustment('team-rocket-x');
+ dialog.bindAdjustment('team-rocket-y');
+
+ dialog.bindSwitch('team-rocket-win-rot');
+
+ dialog.bindAdjustment('team-rocket-sparkle-rot');
+ dialog.bindAdjustment('team-rocket-sparkle-size');
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+}
\ No newline at end of file
diff --git a/src/effects/UnicornFart.js b/src/effects/UnicornFart.js
new file mode 100644
index 0000000..de1d9aa
--- /dev/null
+++ b/src/effects/UnicornFart.js
@@ -0,0 +1,471 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+// Import the Gio module from the GNOME platform (GObject Introspection).
+// This module provides APIs for I/O operations, settings management, and other core
+// features.
+import Gio from 'gi://Gio';
+
+// Import utility functions from the local utils.js file.
+// These utilities likely contain helper functions or shared logic used across the
+// application.
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// I thought to myself, i said "self what would a unicorn fart look like" and then i came
+// up with this, and i don't care that i'm out of the box, i think outside of the box,
+// yeah f*ck that box!
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// The effect class 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.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Store uniform locations of newly created shaders.
+
+ // shader._uParticles = shader.get_uniform_location('uParticles');
+ // shader._uParticleSize = shader.get_uniform_location('uParticleSize');
+ // shader._uParticleSpeed = shader.get_uniform_location('uParticleSpeed');
+ // shader._uParticleColorRandom =
+ // shader.get_uniform_location('uParticleColorRandom'); shader._uParticleColorSpeed
+ // = shader.get_uniform_location('uParticleColorSpeed');
+
+ shader._uSparkCount = shader.get_uniform_location('uSparkCount');
+ shader._uSparkStartEnd = shader.get_uniform_location('uSparkStartEnd');
+ shader._uSparkOffset = shader.get_uniform_location('uSparkOffset');
+ shader._uSparkCount = shader.get_uniform_location('uSparkCount');
+
+ shader._uStarCount = shader.get_uniform_location('uStarCount');
+ shader._uStarRot = shader.get_uniform_location('uStarRot');
+ shader._uStarSize = shader.get_uniform_location('uStarSize');
+ shader._uStarStartEnd = shader.get_uniform_location('uStarStartEnd');
+
+ shader._uBlurQuality = shader.get_uniform_location('uBlurQuality');
+ shader._uSeed = shader.get_uniform_location('uSeed');
+
+ shader._uStarColors = [
+ shader.get_uniform_location('uStarColor0'),
+ shader.get_uniform_location('uStarColor1'),
+ shader.get_uniform_location('uStarColor2'),
+ shader.get_uniform_location('uStarColor3'),
+ shader.get_uniform_location('uStarColor4'),
+ shader.get_uniform_location('uStarColor5'),
+ ];
+
+ shader._uParticleColors = [
+ shader.get_uniform_location('uSparkColor0'),
+ shader.get_uniform_location('uSparkColor1'),
+ shader.get_uniform_location('uSparkColor2'),
+ shader.get_uniform_location('uSparkColor3'),
+ shader.get_uniform_location('uSparkColor4'),
+ shader.get_uniform_location('uSparkColor5'),
+ ];
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ for (let i = 0; i <= 5; i++) {
+ shader.set_uniform_float(
+ shader._uStarColors[i], 4,
+ utils.parseColor(settings.get_string('unicorn-fart-star-color-' + i)));
+ }
+
+ for (let i = 0; i <= 5; i++) {
+ shader.set_uniform_float(
+ shader._uParticleColors[i], 4,
+ utils.parseColor(settings.get_string('unicorn-fart-spark-color-' + i)));
+ }
+
+
+ shader.set_uniform_float(shader._uSparkCount, 1,
+ [settings.get_int('unicorn-fart-spark-count')]);
+
+ shader.set_uniform_float(shader._uSparkStartEnd, 2, [
+ settings.get_double('unicorn-fart-spark-start'),
+ settings.get_double('unicorn-fart-spark-end')
+ ]);
+
+ shader.set_uniform_float(shader._uSparkOffset, 1,
+ [settings.get_double('unicorn-fart-spark-offset')]);
+
+ shader.set_uniform_float(shader._uStarCount, 1,
+ [settings.get_int('unicorn-fart-star-count')]);
+
+ shader.set_uniform_float(shader._uStarRot, 1,
+ [settings.get_double('unicorn-fart-star-rotation')]);
+
+ shader.set_uniform_float(shader._uStarSize, 1,
+ [settings.get_double('unicorn-fart-star-size')]);
+
+ shader.set_uniform_float(shader._uStarStartEnd, 2, [
+ settings.get_double('unicorn-fart-star-start'),
+ settings.get_double('unicorn-fart-star-end')
+ ]);
+
+ shader.set_uniform_float(shader._uBlurQuality, 1,
+ [settings.get_double('unicorn-fart-blur-quality')]);
+
+ shader.set_uniform_float(shader._uSeed, 1, [Math.random()]);
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'unicorn-fart';
+ }
+
+ // 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 _('UnicornFart');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+
+ dialog.bindAdjustment('unicorn-fart-animation-time');
+
+ dialog.bindAdjustment('unicorn-fart-spark-count');
+ dialog.bindAdjustment('unicorn-fart-spark-start');
+ dialog.bindAdjustment('unicorn-fart-spark-end');
+ dialog.bindAdjustment('unicorn-fart-spark-offset');
+
+ dialog.bindAdjustment('unicorn-fart-star-count');
+ dialog.bindAdjustment('unicorn-fart-star-rotation');
+ dialog.bindAdjustment('unicorn-fart-star-size');
+ dialog.bindAdjustment('unicorn-fart-star-start');
+ dialog.bindAdjustment('unicorn-fart-star-end');
+ dialog.bindAdjustment('unicorn-fart-blur-quality');
+
+ // switches
+ dialog.bindSwitch('unicorn-fart-particles-enable');
+
+ // star-color
+ dialog.bindColorButton('unicorn-fart-star-color-0');
+ dialog.bindColorButton('unicorn-fart-star-color-1');
+ dialog.bindColorButton('unicorn-fart-star-color-2');
+ dialog.bindColorButton('unicorn-fart-star-color-3');
+ dialog.bindColorButton('unicorn-fart-star-color-4');
+ dialog.bindColorButton('unicorn-fart-star-color-5');
+
+ // particle-colors
+ dialog.bindColorButton('unicorn-fart-spark-color-0');
+ dialog.bindColorButton('unicorn-fart-spark-color-1');
+ dialog.bindColorButton('unicorn-fart-spark-color-2');
+ dialog.bindColorButton('unicorn-fart-spark-color-3');
+ dialog.bindColorButton('unicorn-fart-spark-color-4');
+ dialog.bindColorButton('unicorn-fart-spark-color-5');
+
+
+
+ // Ensure the button connections and other bindings happen only once,
+ // even if the bindPreferences function is called multiple times.
+ if (!Effect._isConnected) {
+ Effect._isConnected = true;
+
+ // Bind the "reset-unicorn-fart-spark-colors" button to reset all star colors to
+ // their default values.
+ dialog.getBuilder()
+ .get_object('reset-unicorn-fart-spark-colors')
+ .connect('clicked', () => {
+ // Reset each mushroom star color setting.
+ dialog.getProfileSettings().reset('unicorn-fart-spark-color-0');
+ dialog.getProfileSettings().reset('unicorn-fart-spark-color-1');
+ dialog.getProfileSettings().reset('unicorn-fart-spark-color-2');
+ dialog.getProfileSettings().reset('unicorn-fart-spark-color-3');
+ dialog.getProfileSettings().reset('unicorn-fart-spark-color-4');
+ dialog.getProfileSettings().reset('unicorn-fart-spark-color-5');
+ });
+
+ dialog.getBuilder()
+ .get_object('reset-unicorn-fart-star-colors')
+ .connect('clicked', () => {
+ // Reset each mushroom star color setting.
+ dialog.getProfileSettings().reset('unicorn-fart-star-color-0');
+ dialog.getProfileSettings().reset('unicorn-fart-star-color-1');
+ dialog.getProfileSettings().reset('unicorn-fart-star-color-2');
+ dialog.getProfileSettings().reset('unicorn-fart-star-color-3');
+ dialog.getProfileSettings().reset('unicorn-fart-star-color-4');
+ dialog.getProfileSettings().reset('unicorn-fart-star-color-5');
+ });
+
+
+ // Initialize the preset dropdown menu for mushroom star colors.
+ Effect._createUnicornFartPresets(dialog);
+ }
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 2.0, y: 2.0};
+ }
+
+ // ---------------------------------------------------------------- Presets
+
+ // This function initializes the preset dropdown menu for configuring fire options.
+ // It defines multiple color presets for the "mushroom star" effect and sets up
+ // the logic to apply these presets when selected.
+
+ static _createUnicornFartPresets(dialog) {
+ // Retrieve the builder object for the dialog and connect to the "realize" event of
+ // the button.
+ dialog.getBuilder()
+ .get_object('unicorn-fart-preset-button')
+ .connect('realize', (widget) => {
+ // Define an array of color presets, each with a name and six color values (RGBA
+ // format).
+ const presets = [
+ {
+ name: _('Unicorn Fart (Default)'),
+ SparkCount: 25,
+ SparkStart: 0.0,
+ SparkEnd: 1.0,
+ SparkOffset: 1.0,
+
+ StarCount: 6,
+ StarRot: 0.33,
+ StarSize: 0.10,
+ StarStart: 0.0,
+ StarEnd: 1.0,
+
+ BlurQuality: 5.0,
+
+ Sparkcolor0: 'rgba(255,255,255,1.0)',
+ Sparkcolor1: 'rgba(255,255,255,1.0)',
+ Sparkcolor2: 'rgba(255,255,255,1.0)',
+ Sparkcolor3: 'rgba(255,255,255,1.0)',
+ Sparkcolor4: 'rgba(255,255,255,1.0)',
+ Sparkcolor5: 'rgba(255,255,255,1.0)',
+
+
+ Starcolor0: 'rgba(255,0,0,1.0)',
+ Starcolor1: 'rgba(255,255,0,1.0)',
+ Starcolor2: 'rgba(0,255,0,1.0)',
+ Starcolor3: 'rgba(0,255,255,1.0)',
+ Starcolor4: 'rgba(0,0,255,1.0)',
+ Starcolor5: 'rgba(255,0,255,1.0)',
+
+
+ },
+ {
+ name: _('Fairy🧚'),
+ SparkCount: 100,
+ SparkStart: 0.0,
+ SparkEnd: 1.0,
+ SparkOffset: 1.0,
+
+ StarCount: 0,
+ StarRot: 0.33,
+ StarSize: 0.10,
+ StarStart: 0.0,
+ StarEnd: 1.0,
+
+ BlurQuality: 5.0,
+
+ Sparkcolor0: 'rgba(255,255,255,1.0)',
+ Sparkcolor1: 'rgba(255,255,255,1.0)',
+ Sparkcolor2: 'rgba(255,255,255,1.0)',
+ Sparkcolor3: 'rgba(255,255,255,1.0)',
+ Sparkcolor4: 'rgba(255,255,255,1.0)',
+ Sparkcolor5: 'rgba(255,255,255,1.0)',
+
+
+ Starcolor0: 'rgba(255,0,0,1.0)',
+ Starcolor1: 'rgba(255,255,0,1.0)',
+ Starcolor2: 'rgba(0,255,0,1.0)',
+ Starcolor3: 'rgba(0,255,255,1.0)',
+ Starcolor4: 'rgba(0,0,255,1.0)',
+ Starcolor5: 'rgba(255,0,255,1.0)',
+
+
+ },
+ {
+ name: _('Ring of Fire ❤️🔥'),
+ SparkCount: 100,
+ SparkStart: 0.0,
+ SparkEnd: 1.0,
+ SparkOffset: 1.0,
+
+ StarCount: 25,
+ StarRot: 3.0,
+ StarSize: 0.10,
+ StarStart: 0.0,
+ StarEnd: 1.0,
+
+ BlurQuality: 5.0,
+
+ Sparkcolor0: 'rgba(255,0,0,1.0)', // Deep red
+ Sparkcolor1: 'rgba(255,69,0,1.0)', // Fiery orange-red
+ Sparkcolor2: 'rgba(255,140,0,1.0)', // Orange
+ Sparkcolor3: 'rgba(255,215,0,1.0)', // Bright yellow
+ Sparkcolor4: 'rgba(255,255,102,1.0)', // Light yellow
+ Sparkcolor5: 'rgba(255,255,255,1.0)', // White (hottest point)
+
+ Starcolor0: 'rgba(255,0,0,1.0)', // Deep red
+ Starcolor1: 'rgba(255,69,0,1.0)', // Fiery orange-red
+ Starcolor2: 'rgba(255,140,0,1.0)', // Orange
+ Starcolor3: 'rgba(255,215,0,1.0)', // Bright yellow
+ Starcolor4: 'rgba(255,255,102,1.0)', // Light yellow
+ Starcolor5: 'rgba(255,255,255,1.0)', // White (hottest point)
+
+ },
+ {
+ name: _('Mystic 🪄'),
+ SparkCount: 100,
+ SparkStart: 0.0,
+ SparkEnd: 1.0,
+ SparkOffset: 1.0,
+
+ StarCount: 25,
+ StarRot: 3.0,
+ StarSize: 0.10,
+ StarStart: 0.0,
+ StarEnd: 1.0,
+
+ BlurQuality: 5.0,
+
+ Sparkcolor0: 'rgba(75,0,130,1.0)', // Indigo
+ Sparkcolor1: 'rgba(138,43,226,1.0)', // Blue-violet
+ Sparkcolor2: 'rgba(0,191,255,1.0)', // Deep sky blue
+ Sparkcolor3: 'rgba(0,255,127,1.0)', // Spring green
+ Sparkcolor4: 'rgba(173,255,47,1.0)', // Green-yellow
+ Sparkcolor5: 'rgba(255,20,147,1.0)', // Deep pink
+
+ Starcolor0: 'rgba(75,0,130,1.0)', // Indigo
+ Starcolor1: 'rgba(138,43,226,1.0)', // Blue-violet
+ Starcolor2: 'rgba(0,191,255,1.0)', // Deep sky blue
+ Starcolor3: 'rgba(0,255,127,1.0)', // Spring green
+ Starcolor4: 'rgba(173,255,47,1.0)', // Green-yellow
+ Starcolor5: 'rgba(255,20,147,1.0)', // Deep pink
+
+ },
+ ];
+
+ // Create a new menu model to hold the presets and an action group for handling
+ // selections.
+ const menu = Gio.Menu.new();
+ const group = Gio.SimpleActionGroup.new();
+ const groupName = 'presets';
+
+ // Iterate over the presets to populate the menu.
+ presets.forEach((preset, i) => {
+ // Define an action name based on the preset index.
+ const actionName = 'unicorn-fart' + i;
+
+ // Append the preset name to the menu.
+ menu.append(preset.name, groupName + '.' + actionName);
+
+ // Create a new action for the preset.
+ let action = Gio.SimpleAction.new(actionName, null);
+
+ // Connect the action to a function that loads the preset colors into the
+ // dialog.
+ action.connect('activate', () => {
+ dialog.getProfileSettings().set_int('unicorn-fart-spark-count',
+ preset.SparkCount);
+ dialog.getProfileSettings().set_double('unicorn-fart-spark-start',
+ preset.SparkStart);
+ dialog.getProfileSettings().set_double('unicorn-fart-spark-end',
+ preset.SparkEnd);
+ dialog.getProfileSettings().set_double('unicorn-fart-spark-offset',
+ preset.SparkOffset);
+
+ dialog.getProfileSettings().set_int('unicorn-fart-star-count',
+ preset.StarCount);
+ dialog.getProfileSettings().set_double('unicorn-fart-star-rotation',
+ preset.StarRot);
+ dialog.getProfileSettings().set_double('unicorn-fart-star-size',
+ preset.StarSize);
+ dialog.getProfileSettings().set_double('unicorn-fart-star-start',
+ preset.StarStart);
+ dialog.getProfileSettings().set_double('unicorn-fart-star-end',
+ preset.StarEnd);
+
+ dialog.getProfileSettings().set_double('unicorn-fart-blur-quality',
+ preset.BlurQuality);
+
+ dialog.getProfileSettings().set_string('unicorn-fart-spark-color-0',
+ preset.Sparkcolor0);
+ dialog.getProfileSettings().set_string('unicorn-fart-spark-color-1',
+ preset.Sparkcolor1);
+ dialog.getProfileSettings().set_string('unicorn-fart-spark-color-2',
+ preset.Sparkcolor2);
+ dialog.getProfileSettings().set_string('unicorn-fart-spark-color-3',
+ preset.Sparkcolor3);
+ dialog.getProfileSettings().set_string('unicorn-fart-spark-color-4',
+ preset.Sparkcolor4);
+ dialog.getProfileSettings().set_string('unicorn-fart-spark-color-5',
+ preset.Sparkcolor5);
+
+ dialog.getProfileSettings().set_string('unicorn-fart-star-color-0',
+ preset.Starcolor0);
+ dialog.getProfileSettings().set_string('unicorn-fart-star-color-1',
+ preset.Starcolor1);
+ dialog.getProfileSettings().set_string('unicorn-fart-star-color-2',
+ preset.Starcolor2);
+ dialog.getProfileSettings().set_string('unicorn-fart-star-color-3',
+ preset.Starcolor3);
+ dialog.getProfileSettings().set_string('unicorn-fart-star-color-4',
+ preset.Starcolor4);
+ dialog.getProfileSettings().set_string('unicorn-fart-star-color-5',
+ preset.Starcolor5);
+ });
+
+ // Add the action to the action group.
+ group.add_action(action);
+ });
+
+ // Assign the populated menu to the preset button.
+ dialog.getBuilder().get_object('unicorn-fart-preset-button').set_menu_model(menu);
+
+ // Insert the action group into the root widget for handling the presets.
+ const root = widget.get_root();
+ root.insert_action_group(groupName, group);
+ });
+ }
+}
\ No newline at end of file
diff --git a/src/utils.js b/src/utils.js
index 73ad404..9da0f29 100644
--- a/src/utils.js
+++ b/src/utils.js
@@ -173,3 +173,20 @@ export function parseColor(string) {
return [color.red / 255, color.green / 255, color.blue / 255, color.alpha / 255];
}
+
+
+// used for searching
+// Simple fuzzy match function
+// NOTE: i'll improve the fuzzy function before rolling this out
+/*
+function fuzzyMatch(text, query) {
+ let queryIndex = 0;
+ for (let i = 0; i < text.length && queryIndex < query.length; i++) {
+ if (text[i] === query[queryIndex]) {
+ queryIndex++;
+ }
+ }
+ return queryIndex === query.length; // Returns true if all chars in query matched in
+order
+}
+*/
\ No newline at end of file