updated the readme
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@@ -48,6 +48,7 @@ This extension is not only more useless than the cube, but it is also much more
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| **Pixel Wheel** <br> This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | <img src ="docs/pics/pixel-wheel.gif" /> |
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| **Pixel Wheel** <br> This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | <img src ="docs/pics/pixel-wheel.gif" /> |
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| **Pixel Wipe** <br> This effect pixelates the window and hides the pixels radially, starting from the pointer position. | <img src ="docs/pics/pixel-wipe.gif" /> |
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| **Pixel Wipe** <br> This effect pixelates the window and hides the pixels radially, starting from the pointer position. | <img src ="docs/pics/pixel-wipe.gif" /> |
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| **Portal** <br> This ridiculous effect teleports your windows from and to alternative dimensions. It may resemble the portal from a well-known cartoon series... | <img src ="docs/pics/portal.gif" /> |
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| **Portal** <br> This ridiculous effect teleports your windows from and to alternative dimensions. It may resemble the portal from a well-known cartoon series... | <img src ="docs/pics/portal.gif" /> |
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| **RGB Warp** <br> Red Blue and Green go bye bye. | <img src ="docs/pics/rgbwarp.gif" /> |
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| **Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. | <img src ="docs/pics/snap.gif" /> |
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| **Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. | <img src ="docs/pics/snap.gif" /> |
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| **T-Rex Attack** <br> Destroy your windows with a series of violent slashes! | <img src ="docs/pics/trex.gif" /> |
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| **T-Rex Attack** <br> Destroy your windows with a series of violent slashes! | <img src ="docs/pics/trex.gif" /> |
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| **TV Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" /> |
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| **TV Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" /> |
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@@ -86,6 +87,7 @@ Below is a table which summarizes the current availability for all effects.
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<tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>RGB Warp</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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After Width: | Height: | Size: 180 KiB |
@@ -30,19 +30,12 @@
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// vec4 getInputColor(vec2 coords)
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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// void setOutputColor(vec4 outColor)
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uniform float uWavesize;
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uniform float uWavesize;
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uniform float uBrightness;
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uniform float uBrightness;
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uniform float uStretchR;
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uniform float uStretchR;
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uniform float uStretchG;
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uniform float uStretchG;
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uniform float uStretchB;
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uniform float uStretchB;
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// float wavesize = 1.0;
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// float brightness = 1.0;
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// float stretchR = 0.25;
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// float stretchG = 0.20;
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// float stretchB = 0.15;
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float FadeInOut(float t, float power)
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float FadeInOut(float t, float power)
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{
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{
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@@ -66,15 +59,16 @@ void main() {
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// the UV
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// the UV
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vec2 uv = iTexCoord.st;
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vec2 uv = iTexCoord.st;
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//flipped the uv
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vec2 f = vec2(uv.x,1.0 - uv.y);
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vec2 f = vec2(uv.x,1.0 - uv.y);
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// w is the wave
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float w = 0.0;
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float w = 0.0;
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float p = mix(0.0, 1.0 + uWavesize, progress);
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float p = mix(0.0, 1.0 + uWavesize, progress);
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w = 1.0 - abs(p - f.y);
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w = 1.0 - abs(p - f.y);
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w = clamp(w,0.0,1.0);
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w = clamp(w,0.0,1.0);
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w = pow(w, mix(100.0,1.0,uWavesize) );
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w = pow(w, mix(100.0,1.0,uWavesize) );
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float mask = 1.0;
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float mask = 1.0;
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@@ -90,27 +84,9 @@ void main() {
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oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
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oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
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// float stretchA = min(min(uStretchR,uStretchG),uStretchB);
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//if you can think of a better way to handle the alpha ... try that
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// oColor.a = getInputColor(uv).a * mask * (1.0 - w);
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// float mask = (oColor.r + oColor.g + oColor.b)/3.0;
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// float mask = max(max(oColor.r,oColor.g),oColor.b);
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// oColor.a = getInputColor(uv).a * progress;
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//this will not work well on very dark themes
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// float mask = (oColor.r + oColor.g + oColor.b)/3.0;
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// if (mask > 0.0)
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// {
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// oColor.a = getInputColor(uv).a;
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// }
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oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
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oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
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// float a = getInputColor(uv).a * easeOutExpo(progress);
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// oColor.a = clamp(a,0.0,1.0);
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// oColor.a = getInputColor(uv).a ;
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// oColor.a = mask * getInputColor(uv).a * cmax ;
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setOutputColor(oColor);
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setOutputColor(oColor);
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}
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}
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@@ -9,7 +9,7 @@
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// |__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Your Name <your@email.com>
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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'use strict';
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@@ -24,8 +24,7 @@ const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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const _ = await utils.importGettext();
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const _ = await utils.importGettext();
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect ... //
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// This effect warps the Red Green Blue values //
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// <- Please add a description of your effect here -> //
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// The effect class can be used to get some metadata (like the effect's name or supported
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