🔧 Do not apply edge masks on full-screen windows
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+10
-5
@@ -75,11 +75,12 @@ var Shader = GObject.registerClass(
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this._time = 0;
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// Store standard uniform locations.
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uProgress = this.get_uniform_location('uProgress');
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this._uDuration = this.get_uniform_location('uDuration');
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this._uSize = this.get_uniform_location('uSize');
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this._uPadding = this.get_uniform_location('uPadding');
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
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this._uProgress = this.get_uniform_location('uProgress');
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this._uDuration = this.get_uniform_location('uDuration');
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this._uSize = this.get_uniform_location('uSize');
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this._uPadding = this.get_uniform_location('uPadding');
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// Create a timeline to drive the animation.
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this._timeline = new Clutter.Timeline();
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@@ -124,9 +125,13 @@ var Shader = GObject.registerClass(
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// This is not necessarily symmetric, but I haven't figured out a way to
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// get the actual values...
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const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
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const isFullscreen =
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actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
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actor.meta_window.fullscreen;
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this.set_uniform_float(this._uPadding, 1, [padding]);
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
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this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
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this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
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