updated the readme

This commit is contained in:
Justin Garza
2024-12-26 19:37:09 -05:00
parent 7f02f445e5
commit 6e67bbac74
4 changed files with 8 additions and 31 deletions
+2
View File
@@ -48,6 +48,7 @@ This extension is not only more useless than the cube, but it is also much more
| **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" /> | | **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" /> |
| **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" /> | | **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" /> |
| **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" /> | | **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" /> |
| **RGB Warp** <br> Red Blue and Green go bye bye. | <img src ="docs/pics/rgbwarp.gif" /> |
| **Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. | <img src ="docs/pics/snap.gif" /> | | **Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. | <img src ="docs/pics/snap.gif" /> |
| **T-Rex Attack** <br> Destroy your windows with a series of violent slashes! | <img src ="docs/pics/trex.gif" /> | | **T-Rex Attack** <br> Destroy your windows with a series of violent slashes! | <img src ="docs/pics/trex.gif" /> |
| **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" /> | | **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" /> |
@@ -86,6 +87,7 @@ Below is a table which summarizes the current availability for all effects.
<tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr> <tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr> <tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr> <tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>RGB Warp</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr> <tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr> <tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr> <tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
Binary file not shown.

After

Width:  |  Height:  |  Size: 180 KiB

+4 -28
View File
@@ -30,19 +30,12 @@
// vec4 getInputColor(vec2 coords) // vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor) // void setOutputColor(vec4 outColor)
uniform float uWavesize; uniform float uWavesize;
uniform float uBrightness; uniform float uBrightness;
uniform float uStretchR; uniform float uStretchR;
uniform float uStretchG; uniform float uStretchG;
uniform float uStretchB; uniform float uStretchB;
// float wavesize = 1.0;
// float brightness = 1.0;
// float stretchR = 0.25;
// float stretchG = 0.20;
// float stretchB = 0.15;
float FadeInOut(float t, float power) float FadeInOut(float t, float power)
{ {
@@ -66,15 +59,16 @@ void main() {
// the UV // the UV
vec2 uv = iTexCoord.st; vec2 uv = iTexCoord.st;
//flipped the uv
vec2 f = vec2(uv.x,1.0 - uv.y); vec2 f = vec2(uv.x,1.0 - uv.y);
// w is the wave
float w = 0.0; float w = 0.0;
float p = mix(0.0, 1.0 + uWavesize, progress); float p = mix(0.0, 1.0 + uWavesize, progress);
w = 1.0 - abs(p - f.y); w = 1.0 - abs(p - f.y);
w = clamp(w,0.0,1.0); w = clamp(w,0.0,1.0);
w = pow(w, mix(100.0,1.0,uWavesize) ); w = pow(w, mix(100.0,1.0,uWavesize) );
float mask = 1.0; float mask = 1.0;
@@ -90,27 +84,9 @@ void main() {
oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4)); oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4));
oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4)); oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4));
// float stretchA = min(min(uStretchR,uStretchG),uStretchB); //if you can think of a better way to handle the alpha ... try that
// oColor.a = getInputColor(uv).a * mask * (1.0 - w);
// float mask = (oColor.r + oColor.g + oColor.b)/3.0;
// float mask = max(max(oColor.r,oColor.g),oColor.b);
// oColor.a = getInputColor(uv).a * progress;
//this will not work well on very dark themes
// float mask = (oColor.r + oColor.g + oColor.b)/3.0;
// if (mask > 0.0)
// {
// oColor.a = getInputColor(uv).a;
// }
oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask; oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask;
// float a = getInputColor(uv).a * easeOutExpo(progress);
// oColor.a = clamp(a,0.0,1.0);
// oColor.a = getInputColor(uv).a ;
// oColor.a = mask * getInputColor(uv).a * cmax ;
setOutputColor(oColor); setOutputColor(oColor);
} }
+2 -3
View File
@@ -9,7 +9,7 @@
// |__/ // // |__/ //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Your Name <your@email.com> // SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later // SPDX-License-Identifier: GPL-3.0-or-later
'use strict'; 'use strict';
@@ -24,8 +24,7 @@ const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const _ = await utils.importGettext(); const _ = await utils.importGettext();
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// This effect ... // // This effect warps the Red Green Blue values //
// <- Please add a description of your effect here -> //
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported // The effect class can be used to get some metadata (like the effect's name or supported