🔧 Do not apply edge masks on full-screen windows

This commit is contained in:
Simon Schneegans
2023-08-06 12:45:33 +02:00
parent fe6d7ecd6a
commit 68eb93f54f
2 changed files with 28 additions and 17 deletions
+18 -12
View File
@@ -20,13 +20,14 @@
// Each shader can access these standard input values:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// 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.
// 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:
@@ -35,6 +36,7 @@
// void setOutputColor(vec4 outColor)
uniform bool uForOpening;
uniform bool uIsFullscreen;
uniform float uProgress;
uniform float uDuration;
@@ -168,14 +170,18 @@ float easeOutBack(float x, float e) {
// --------------------------------------------------------------------- edge mask helpers
// This method returns a mask which smoothly transitions towards zero when approaching
// the window's borders. There is a variant which takes the transition area width in
// the window's borders. If the window is currently maximized or in fullscreen mode, this
// will return 1.0 everywhere. There is a variant which takes the transition area width in
// pixels and one which takes this as a percentage.
float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
float mask = 1.0;
mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
if (!uIsFullscreen) {
mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
}
return mask;
}
+10 -5
View File
@@ -75,11 +75,12 @@ var Shader = GObject.registerClass(
this._time = 0;
// Store standard uniform locations.
this._uForOpening = this.get_uniform_location('uForOpening');
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');
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();
@@ -124,9 +125,13 @@ var Shader = GObject.registerClass(
// 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]);