diff --git a/docs/changelog.md b/docs/changelog.md
index 0e4dccb..2d6c333 100644
--- a/docs/changelog.md
+++ b/docs/changelog.md
@@ -11,11 +11,12 @@ SPDX-License-Identifier: CC-BY-4.0
#### New Features
-* **New Effect: TV-Glitch.** This effect combines the Glitch and the TV Effect into one. Credits go to Kurt Wilson (https://github.com/Kurtoid) for this idea!
+* **New Effect: TV-Glitch.** This effect combines the Glitch and the TV Effect into one. Credits go to [Kurt Wilson](https://github.com/Kurtoid) for this idea!
#### Other Enhancements
* On KDE, the effect configuration dialogs can now be translated. The translations for GNOME are re-used, so we already have many translations! This requires at least KWin 5.27 to be working.
+* The effect colors for the Glitch and TV Effect now support an alpha channel. With this you can control how much color gets mixed into the window color.
## [Burn My Windows 25](https://github.com/schneegans/Burn-My-Windows/releases/tag/v25)
diff --git a/kwin/glitch/onSettingsChanged.js b/kwin/glitch/onSettingsChanged.js
index 03c946f..c3ef467 100644
--- a/kwin/glitch/onSettingsChanged.js
+++ b/kwin/glitch/onSettingsChanged.js
@@ -9,4 +9,4 @@ effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uStrength', effect.readConfig('Strength', 1.0));
effect.setUniform(this.shader, 'uSpeed', effect.readConfig('Speed', 1.0));
-effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
\ No newline at end of file
+effect.setUniform(this.shader, 'uColor', this.readRGBAConfig('Color'));
\ No newline at end of file
diff --git a/kwin/tv-glitch/onSettingsChanged.js b/kwin/tv-glitch/onSettingsChanged.js
index 03c946f..c3ef467 100644
--- a/kwin/tv-glitch/onSettingsChanged.js
+++ b/kwin/tv-glitch/onSettingsChanged.js
@@ -9,4 +9,4 @@ effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uStrength', effect.readConfig('Strength', 1.0));
effect.setUniform(this.shader, 'uSpeed', effect.readConfig('Speed', 1.0));
-effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
\ No newline at end of file
+effect.setUniform(this.shader, 'uColor', this.readRGBAConfig('Color'));
\ No newline at end of file
diff --git a/kwin/tv/onSettingsChanged.js b/kwin/tv/onSettingsChanged.js
index 1623774..d98793c 100644
--- a/kwin/tv/onSettingsChanged.js
+++ b/kwin/tv/onSettingsChanged.js
@@ -5,4 +5,4 @@
// The code below is called whenever the user changes something in the configuration of
// the effect.
-effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
\ No newline at end of file
+effect.setUniform(this.shader, 'uColor', this.readRGBAConfig('Color'));
\ No newline at end of file
diff --git a/resources/shaders/glitch.frag b/resources/shaders/glitch.frag
index 105ee44..0bf2421 100644
--- a/resources/shaders/glitch.frag
+++ b/resources/shaders/glitch.frag
@@ -14,7 +14,7 @@
// The content from common.glsl is automatically prepended to each shader effect.
-uniform vec3 uColor;
+uniform vec4 uColor;
uniform float uSeed;
uniform float uScale;
uniform float uStrength;
@@ -37,18 +37,18 @@ void main() {
vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
// Mix in some random interference lines.
- vec3 interference = uColor * hash12(vec2(yPos * time));
+ vec3 interference = uColor.rgb * hash12(vec2(yPos * time));
float interferenceStrength = noise * min(strength, 1.0);
- oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
+ oColor.rgb = mix(oColor.rgb, interference, uColor.a * interferenceStrength);
// Mix in some grainy noise.
- vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
+ vec3 grain = uColor.rgb * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
float grainStrength = 0.2 * min(strength, 1.0);
- oColor.rgb = mix(oColor.rgb, grain, grainStrength);
+ oColor.rgb = mix(oColor.rgb, grain, uColor.a * grainStrength);
// Add a subtle line pattern every 4 pixels.
if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
- oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise));
+ oColor.rgb = mix(oColor.rgb, uColor.rgb, uColor.a * (0.15 * noise));
}
// Shift green/blue channels.
diff --git a/resources/shaders/tv-glitch.frag b/resources/shaders/tv-glitch.frag
index 049e130..8d861f3 100644
--- a/resources/shaders/tv-glitch.frag
+++ b/resources/shaders/tv-glitch.frag
@@ -14,7 +14,7 @@
// The content from common.glsl is automatically prepended to each shader effect.
-uniform vec3 uColor;
+uniform vec4 uColor;
uniform float uSeed;
uniform float uScale;
uniform float uStrength;
@@ -57,18 +57,18 @@ void main() {
vec4 oColor = getInputColor(vec2(xPos, coords.y));
// Mix in some random interference lines.
- vec3 interference = uColor * hash12(vec2(yPos * time));
+ vec3 interference = uColor.rgb * hash12(vec2(yPos * time));
float interferenceStrength = noise * min(strength, 1.0);
- oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
+ oColor.rgb = mix(oColor.rgb, interference, uColor.a * interferenceStrength);
// Mix in some grainy noise.
- vec3 grain = uColor * simplex2D(uSize * coords + vec2(time * 100.0));
+ vec3 grain = uColor.rgb * simplex2D(uSize * coords + vec2(time * 100.0));
float grainStrength = 0.2 * min(strength, 1.0);
- oColor.rgb = mix(oColor.rgb, grain, grainStrength);
+ oColor.rgb = mix(oColor.rgb, grain, uColor.a * grainStrength);
// Add a subtle line pattern every 4 pixels.
if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
- oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise));
+ oColor.rgb = mix(oColor.rgb, uColor.rgb, uColor.a * (0.15 * noise));
}
// Shift green/blue channels.
@@ -101,7 +101,8 @@ void main() {
float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
// Assemble the final color value.
- oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, tvProgress));
+ oColor.rgb =
+ mix(oColor.rgb, uColor.rgb * oColor.a, uColor.a * smoothstep(0.0, 1.0, tvProgress));
float mask = tbMask * lrMask * ffMask;
oColor.a *= mask;
diff --git a/resources/shaders/tv.frag b/resources/shaders/tv.frag
index cf81c39..5b8f72b 100644
--- a/resources/shaders/tv.frag
+++ b/resources/shaders/tv.frag
@@ -14,7 +14,7 @@
// The content from common.glsl is automatically prepended to each shader effect.
-uniform vec3 uColor;
+uniform vec4 uColor;
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
@@ -56,7 +56,8 @@ void main() {
float mask = tbMask * lrMask * ffMask;
vec4 oColor = getInputColor(coords);
- oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
+ oColor.rgb =
+ mix(oColor.rgb, uColor.rgb * oColor.a, uColor.a * smoothstep(0.0, 1.0, prog));
oColor.a *= mask;
// These are pretty useful for understanding how this works.
diff --git a/resources/ui/adw/Glitch.ui b/resources/ui/adw/Glitch.ui
index 23775d2..f2cfe78 100644
--- a/resources/ui/adw/Glitch.ui
+++ b/resources/ui/adw/Glitch.ui
@@ -149,7 +149,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
diff --git a/resources/ui/adw/TVEffect.ui b/resources/ui/adw/TVEffect.ui
index fc3d1e8..4992734 100644
--- a/resources/ui/adw/TVEffect.ui
+++ b/resources/ui/adw/TVEffect.ui
@@ -48,7 +48,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
tv-effect-color
diff --git a/resources/ui/gtk3/Glitch.ui b/resources/ui/gtk3/Glitch.ui
index 79fb5b3..ab45f1b 100644
--- a/resources/ui/gtk3/Glitch.ui
+++ b/resources/ui/gtk3/Glitch.ui
@@ -263,7 +263,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
- 0
+ 1
1
diff --git a/resources/ui/gtk3/TVEffect.ui b/resources/ui/gtk3/TVEffect.ui
index 25f91f7..7b8902a 100644
--- a/resources/ui/gtk3/TVEffect.ui
+++ b/resources/ui/gtk3/TVEffect.ui
@@ -95,7 +95,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
- 0
+ 1
1
diff --git a/resources/ui/gtk3/TVGlitch.ui b/resources/ui/gtk3/TVGlitch.ui
index 122177f..144d48e 100644
--- a/resources/ui/gtk3/TVGlitch.ui
+++ b/resources/ui/gtk3/TVGlitch.ui
@@ -263,7 +263,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
- 0
+ 1
1
diff --git a/resources/ui/gtk4/Glitch.ui b/resources/ui/gtk4/Glitch.ui
index ade6471..ae0553e 100644
--- a/resources/ui/gtk4/Glitch.ui
+++ b/resources/ui/gtk4/Glitch.ui
@@ -220,7 +220,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
- 0
+ 1
1
diff --git a/resources/ui/gtk4/TVEffect.ui b/resources/ui/gtk4/TVEffect.ui
index 48babef..6e0b7f3 100644
--- a/resources/ui/gtk4/TVEffect.ui
+++ b/resources/ui/gtk4/TVEffect.ui
@@ -82,7 +82,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
- 0
+ 1
1
diff --git a/resources/ui/gtk4/TVGlitch.ui b/resources/ui/gtk4/TVGlitch.ui
index f10fa9c..dc12bf8 100644
--- a/resources/ui/gtk4/TVGlitch.ui
+++ b/resources/ui/gtk4/TVGlitch.ui
@@ -220,7 +220,7 @@ SPDX-License-Identifier: GPL-3.0-or-later
- 0
+ 1
1
diff --git a/src/Glitch.js b/src/Glitch.js
index f9d8878..044c71a 100644
--- a/src/Glitch.js
+++ b/src/Glitch.js
@@ -59,7 +59,7 @@ var Glitch = class {
// clang-format off
shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
- shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
+ shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('glitch-scale')]);
shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('glitch-strength')]);
shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('glitch-speed')]);
diff --git a/src/TVEffect.js b/src/TVEffect.js
index 2dabded..b7097f7 100644
--- a/src/TVEffect.js
+++ b/src/TVEffect.js
@@ -51,8 +51,8 @@ var TVEffect = class {
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
- shader.set_uniform_float(shader._uColor, 3,
- [c.red / 255, c.green / 255, c.blue / 255]);
+ shader.set_uniform_float(
+ shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
});
});
}
diff --git a/src/TVGlitch.js b/src/TVGlitch.js
index 8510535..4faebf9 100644
--- a/src/TVGlitch.js
+++ b/src/TVGlitch.js
@@ -60,7 +60,7 @@ var TVGlitch = class {
// clang-format off
shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
- shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
+ shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('tv-glitch-scale')]);
shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('tv-glitch-strength')]);
shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('tv-glitch-speed')]);