🔧 Tweak energize A effect
This commit is contained in:
+63
-81
@@ -20,6 +20,7 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect looks a bit like the transporter effect from TOS. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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@@ -58,17 +59,18 @@ var EnergizeA = class EnergizeA {
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static initPreferences(dialog) {
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// Add the settings page to the builder.
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// dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/tvPage.ui`);
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dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/energizeAPage.ui`);
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// Bind all properties.
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// dialog.bindAdjustment('tv-animation-time');
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// dialog.bindColorButton('tv-effect-color');
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dialog.bindAdjustment('energize-a-animation-time');
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dialog.bindAdjustment('energize-a-scale');
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dialog.bindColorButton('energize-a-color');
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// Finally, append the settings page to the main stack.
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// const stack = dialog.getBuilder().get_object('main-stack');
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// stack.add_titled(
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// dialog.getBuilder().get_object('tv-prefs'), EnergizeA.getNick(),
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// EnergizeA.getLabel());
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(
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dialog.getBuilder().get_object('energize-a-prefs'), EnergizeA.getNick(),
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EnergizeA.getLabel());
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}
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// ---------------------------------------------------------------- API for extension.js
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@@ -122,97 +124,77 @@ if (utils.isInShellProcess()) {
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float SPARK_RADIUS = 30.0;
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const float SPARK_SPEED = 10.0;
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const float SPARK_SPACING = 50 + SPARK_RADIUS;
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const int SPARK_LAYERS = 15;
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const vec2 SEED = vec2(${Math.random()}, ${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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const float EDGE_FADE_WIDTH = 50;
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float getSparks(vec2 texCoords, float gridSize, vec2 seed) {
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// This method returns two values:
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// result.x: A mask for the particles.
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// result.y: The opacity of the fading window.
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vec2 getMasks() {
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float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
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float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
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float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
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// Compute mask for the "atom" particles.
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float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
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float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
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atomMask *= fadeInProgress;
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atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
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// Apply global scale.
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coords /= gridSize;
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// Fade-out the masks at the window edges.
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float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
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atomMask *= edgeFade;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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float heartMask = getRelativeEdgeMask(0.5);
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heartMask = 3.0 * pow(heartMask, 5);
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heartMask *= fadeOutProgress;
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heartMask *= 1.0 - heartProgress;
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atomMask = clamp(heartMask+atomMask, 0, 1);
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Compute fading window opacity.
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float windowMask = pow(1.0 - fadeOutProgress, 2.0);
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// Add random rotation, scale and offset to each grid cell.
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float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * SPARK_SPEED;
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float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
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float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * SPARK_RADIUS;
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float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
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vec2 offset = vec2(sin(speed * (uTime+10)) * roundness, cos(speed * (uTime+10)));
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offset *= (0.5 - radius / gridSize);
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset.x * sin(rotation) + offset.y * cos(rotation));
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cellUV += offset;
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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return exp(-4.0 * dist);
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// return 0.03 / pow(dist, 2.0);
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}
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return 0.0;
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return vec2(atomMask, windowMask);
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}
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void main() {
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vec2 masks = getMasks();
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec4 effectColor = vec4(${color.red / 255},
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vec3 effectColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255}, 1.0) * windowColor.a;
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${color.blue / 255});
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / 20 + vec2(0, uTime);
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float sparks = 0;
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for (int i=0; i<SPARK_LAYERS; ++i) {
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sparks += getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1));
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// Dissolve window to effect color / transparency.
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cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y;
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vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress);
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scaledUV /= ${settings.get_double('energize-a-scale')};
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// Add molecule particles.
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vec2 uv = scaledUV + vec2(0, 0.1*uTime);
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uv *= 0.010598 * vec2(0.5*uSizeX, uSizeY);
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float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0*uTime))), 3.0);
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// Add more molecule particles.
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for (int i=1; i<=3;++i) {
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vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * vec2(uSizeX, uSizeY);
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float atoms = simplex3D(vec3(uv, 2.0*uTime/i));
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particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2);
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}
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float noise = simplex3DFractal(vec3(uv, uTime*5.0));
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sparks = sparks*(noise*0.8 + 0.2) + noise*0.15;
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float edgeFadeWidth = 0.5;
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float heartMask = 1.0;
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float heart = 0.0;
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heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].x / edgeFadeWidth, 0, 1));
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heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / edgeFadeWidth, 0, 1));
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heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].x) / edgeFadeWidth, 0, 1));
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heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / edgeFadeWidth, 0, 1));
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heartMask = pow(heartMask, 10.0);
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for (int i=0; i<SPARK_LAYERS; ++i) {
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heart += heartMask * getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1+SPARK_LAYERS));
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}
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heart *= (noise*0.8 + 0.2);
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.4;
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float fadeIn = smoothstep(0, 1, clamp(uProgress/FADE_IN_TIME, 0, 1));
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float fadeOut = smoothstep(0, 1, clamp((uProgress - FADE_IN_TIME)/FADE_OUT_TIME, 0, 1));
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float heartOut = smoothstep(0, 1, clamp((uProgress - FADE_IN_TIME)/(1.0 - FADE_IN_TIME), 0, 1));
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cogl_color_out = windowColor * clamp(1-fadeOut, 0, 1);
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cogl_color_out += min(fadeIn, 1-fadeOut) * sparks * effectColor;
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cogl_color_out += min(fadeIn, 1-heartOut) * heart * effectColor;
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cogl_color_out.rgb += effectColor * particles * masks.x;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(heartMask), 1.0);
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// cogl_color_out = vec4(masks, 0.0, 1.0);
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// cogl_color_out = vec4(vec3(masks.x), 1.0);
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// cogl_color_out = vec4(vec3(masks.y), 1.0);
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// cogl_color_out = vec4(vec3(particles), 1.0);
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}
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`);
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};
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