🔧 Pass testMode flag to shaders
This commit is contained in:
+2
-1
@@ -521,7 +521,8 @@ class Extension {
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actor.add_effect_with_name('burn-my-windows-effect', shader);
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// Set one-time uniforms.
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shader.beginAnimation(this._settings, forOpening, duration * 0.001, actor);
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shader.beginAnimation(profile.settings, forOpening, testMode, duration * 0.001,
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actor);
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// Set other uniforms each frame.
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transition.connect('new-frame', (t) => {
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+9
-5
@@ -29,7 +29,7 @@ const utils = Me.imports.src.utils;
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// main benefit when compared to Clutter.ShaderEffect is that setting uniforms of types //
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// vec2, vec3 or vec4 is supported via the API (with Clutter.ShaderEffect the GJS //
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// binding does not work properly). However, there are two drawbacks: On the one hand, //
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// the shader source code is cached statically - this mean if we want to have a //
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// the shader source code is cached statically - this means if we want to have a //
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// different shader, we have to derive a new class. Therefore, each effect has to //
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// derive its own class from the class below. This is encapsulated in the //
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// ShaderFactory, however it is some really awkward code. The other drawback is the //
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@@ -47,8 +47,12 @@ const utils = Me.imports.src.utils;
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var Shader = GObject.registerClass(
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{
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Signals: {
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'begin-animation':
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{param_types: [Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, Clutter.Actor.$gtype]},
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'begin-animation': {
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param_types: [
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Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
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Clutter.Actor.$gtype
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]
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},
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'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
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'end-animation': {}
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}
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@@ -76,7 +80,7 @@ var Shader = GObject.registerClass(
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}
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// This is called once each time the shader is used.
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beginAnimation(settings, forOpening, duration, actor) {
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beginAnimation(settings, forOpening, testMode, duration, actor) {
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// Reset progress value.
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this._progress = 0;
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@@ -90,7 +94,7 @@ var Shader = GObject.registerClass(
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this.set_uniform_float(this._uDuration, 1, [duration]);
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this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
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this.emit('begin-animation', settings, forOpening, actor);
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this.emit('begin-animation', settings, forOpening, testMode, actor);
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}
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// This is called at each frame during the animation.
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@@ -44,10 +44,7 @@ var Apparition = class {
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shader._uRandomness = shader.get_uniform_location('uRandomness');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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// If we are performing an integration tests, we use a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
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+21
-24
@@ -70,34 +70,31 @@ var BrokenGlass = class {
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shader._uGravity = shader.get_uniform_location('uGravity');
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// And update all uniforms at the start of each animation.
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shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
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// Usually, the shards fly away from the center of the window.
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let epicenterX = 0.5;
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let epicenterY = 0.5;
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shader.connect(
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'begin-animation', (shader, settings, forOpening, testMode, actor) => {
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// Usually, the shards fly away from the center of the window.
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let epicenterX = 0.5;
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let epicenterY = 0.5;
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// However, if this option is set, we use the mouse pointer position.
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if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
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const [x, y] = global.get_pointer();
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const [ok, localX, localY] = actor.transform_stage_point(x, y);
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// However, if this option is set, we use the mouse pointer position.
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if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
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const [x, y] = global.get_pointer();
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const [ok, localX, localY] = actor.transform_stage_point(x, y);
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if (ok) {
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epicenterX = localX / actor.width;
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epicenterY = localY / actor.height;
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if (ok) {
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epicenterX = localX / actor.width;
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epicenterY = localY / actor.height;
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}
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}
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}
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
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shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
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shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
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shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
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// clang-format on
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});
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
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shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
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shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
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shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
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// clang-format on
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});
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// This is required to bind the shard texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
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+16
-16
@@ -46,23 +46,23 @@ var Doom = class {
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shader._uPixelSize = shader.get_uniform_location('uPixelSize');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
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// For this effect, we scale the actor vertically so that it covers the entire
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// screen. This ensures that the melted window will not be cut off.
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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shader.connect(
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'begin-animation', (shader, settings, forOpening, testMode, actor) => {
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// For this effect, we scale the actor vertically so that it covers the entire
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// screen. This ensures that the melted window will not be cut off.
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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// If we are currently performing integration test, nothing will be visible in the
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// test images as the animation has passed the center of the window already. To
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// fix this, we set the actor scale to a fixed low value when performing tests.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uActorScale, 1, [testMode ? 1.0 : actorScale]);
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shader.set_uniform_float(shader._uHorizontalScale, 1, [testMode ? 50.0 :settings.get_double('doom-horizontal-scale')]);
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shader.set_uniform_float(shader._uVerticalScale, 1, [testMode ? 150.0 : settings.get_double('doom-vertical-scale')]);
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shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('doom-pixel-size')]);
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// clang-format on
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});
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// If we are currently performing integration test, nothing will be visible in
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// the test images as the animation has passed the center of the window already.
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// To fix this, we set the actor scale to a fixed low value when performing
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// tests.
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// clang-format off
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shader.set_uniform_float(shader._uActorScale, 1, [testMode ? 1.0 : actorScale]);
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shader.set_uniform_float(shader._uHorizontalScale, 1, [testMode ? 50.0 :settings.get_double('doom-horizontal-scale')]);
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shader.set_uniform_float(shader._uVerticalScale, 1, [testMode ? 150.0 : settings.get_double('doom-vertical-scale')]);
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shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('doom-pixel-size')]);
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// clang-format on
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});
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});
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}
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@@ -51,12 +51,9 @@ var Glitch = class {
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shader._uSpeed = shader.get_uniform_location('uSpeed');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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const c = Clutter.Color.from_string(settings.get_string('glitch-color'))[1];
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// If we are performing an integration tests, we use a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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@@ -53,7 +53,7 @@ var Hexagon = class {
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shader._uLineColor = shader.get_uniform_location('uLineColor');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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// Get the two configurable colors. They are directly injected into the shader
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// code below.
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const gc =
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@@ -61,10 +61,6 @@ var Hexagon = class {
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const lc =
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Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]);
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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+27
-27
@@ -51,39 +51,39 @@ var Incinerate = class {
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shader._uStartPos = shader.get_uniform_location('uStartPos');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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let seed = [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()];
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shader.connect(
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'begin-animation', (shader, settings, forOpening, testMode, actor) => {
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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let seed = [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()];
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// If this option is set, we use the mouse pointer position. Because the actor
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// position may change after the begin-animation signal is called, we set the
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// uStartPos uniform during the update callback.
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if (settings.get_boolean('incinerate-use-pointer')) {
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this._startPointerPos = global.get_pointer();
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this._actor = actor;
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// If this option is set, we use the mouse pointer position. Because the actor
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// position may change after the begin-animation signal is called, we set the
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// uStartPos uniform during the update callback.
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if (settings.get_boolean('incinerate-use-pointer')) {
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this._startPointerPos = global.get_pointer();
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this._actor = actor;
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} else {
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// Else, a random position along the window boundary is used as start position
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// for the incinerate effect.
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let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
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[Math.floor(seed[0] + 0.5), seed[1]];
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} else {
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// Else, a random position along the window boundary is used as start position
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// for the incinerate effect.
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let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
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[Math.floor(seed[0] + 0.5), seed[1]];
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shader.set_uniform_float(shader._uStartPos, 2, startPos);
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shader.set_uniform_float(shader._uStartPos, 2, startPos);
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this._startPointerPos = null;
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}
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this._startPointerPos = null;
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}
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const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
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const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, seed);
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shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
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shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
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// clang-format on
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});
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, seed);
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shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
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shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
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// clang-format on
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});
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// If the mouse pointer position is used as start position, we set the uStartPos
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// uniform during the update callback as the actor position may not be set up
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@@ -52,12 +52,9 @@ var Portal = class {
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shader._uWhirling = shader.get_uniform_location('uWhirling');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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const c = Clutter.Color.from_string(settings.get_string('portal-color'))[1];
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// If we are performing an integration tests, we use a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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@@ -63,14 +63,10 @@ var SnapOfDisintegration = class {
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shader._uDustScale = shader.get_uniform_location('uDustScale');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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// The dust particles will fade to this color over time.
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const c = Clutter.Color.from_string(settings.get_string('snap-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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@@ -61,13 +61,9 @@ var TRexAttack = class {
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shader._uWarpIntensity = shader.get_uniform_location('uWarpIntensity');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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const c = 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
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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@@ -52,12 +52,9 @@ var TVGlitch = class {
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shader._uSpeed = shader.get_uniform_location('uSpeed');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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const c = Clutter.Color.from_string(settings.get_string('tv-glitch-color'))[1];
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// If we are performing an integration tests, we use a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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@@ -50,13 +50,9 @@ var Wisps = class {
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shader._uScale = shader.get_uniform_location('uScale');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.connect('begin-animation', (shader, settings, forOpening, testMode) => {
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const c = 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
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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