🎉 Add test mode
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-1
@@ -150,6 +150,9 @@ if (utils.isInShellProcess()) {
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epicenterY = localY / actor.height;
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}
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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this.set_shader_source(`
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// Inject some common shader snippets.
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@@ -157,7 +160,8 @@ if (utils.isInShellProcess()) {
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uniform sampler2D uShardTexture;
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
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const float SHARD_LAYERS = 5;
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const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
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+5
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@@ -117,6 +117,9 @@ if (utils.isInShellProcess()) {
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const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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this.set_shader_source(`
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// Inject some common shader snippets.
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@@ -124,7 +127,8 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.6;
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const float HEART_FADE_TIME = 0.3;
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+5
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@@ -117,6 +117,9 @@ if (utils.isInShellProcess()) {
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const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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this.set_shader_source(`
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// Inject some common shader snippets.
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@@ -124,7 +127,8 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float SHOWER_TIME = 0.3;
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const float SHOWER_WIDTH = 0.3;
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const float STREAK_TIME = 0.6;
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+5
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@@ -132,6 +132,9 @@ if (utils.isInShellProcess()) {
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const color =
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Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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this.set_shader_source(`
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// Inject some common shader snippets.
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@@ -141,7 +144,8 @@ if (utils.isInShellProcess()) {
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// See assets/README.md for how this texture was created.
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uniform sampler2D uClawTexture;
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
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const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
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const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
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+5
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@@ -118,6 +118,9 @@ if (utils.isInShellProcess()) {
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const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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this.set_shader_source(`
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// Inject some common shader snippets.
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@@ -125,7 +128,8 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float WISPS_RADIUS = 20.0;
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const float WISPS_SPEED = 10.0;
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const float WISPS_SPACING = 40 + WISPS_RADIUS;
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