diff --git a/extension.js b/extension.js
index 733b0d0..df9bdad 100644
--- a/extension.js
+++ b/extension.js
@@ -40,6 +40,7 @@ import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
import PixelWipe from './src/effects/PixelWipe.js';
import Portal from './src/effects/Portal.js';
+import RGBWarp from './src/effects/RGBWarp.js';
import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
@@ -47,6 +48,8 @@ import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
import Mushroom from './src/effects/Mushroom.js';
+
+
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js';
import {WindowPreview} from 'resource:///org/gnome/shell/ui/windowPreview.js';
@@ -72,30 +75,14 @@ export default class BurnMyWindows extends Extension {
// New effects must be registered here and in prefs.js.
this._ALL_EFFECTS = [
- new Apparition(),
- new AuraGlow(),
- new BrokenGlass(),
- new Doom(),
- new EnergizeA(),
- new EnergizeB(),
- new Fire(),
- new Focus(),
- new Glide(),
- new Glitch(),
- new Hexagon(),
- new Incinerate(),
- new Matrix(),
- new PaintBrush(),
- new Pixelate(),
- new PixelWheel(),
- new PixelWipe(),
- new Portal(),
- new SnapOfDisintegration(),
- new TRexAttack(),
- new TVEffect(),
- new TVGlitch(),
- new Wisps(),
+ new Apparition(), new AuraGlow(), new BrokenGlass(), new Doom(),
+ new EnergizeA(), new EnergizeB(), new Fire(), new Focus(),
+ new Glide(), new Glitch(), new Hexagon(), new Incinerate(),
+ new Matrix(), new PaintBrush(), new Pixelate(), new PixelWheel(),
+ new PixelWipe(), new Portal(), new RGBWarp(), new SnapOfDisintegration(),
+ new TRexAttack(), new TVEffect(), new TVGlitch(), new Wisps(),
new Mushroom(),
+
];
// Load all of our resources.
diff --git a/prefs.js b/prefs.js
index 4196b3c..15d00b4 100644
--- a/prefs.js
+++ b/prefs.js
@@ -42,6 +42,7 @@ import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
import PixelWipe from './src/effects/PixelWipe.js';
import Portal from './src/effects/Portal.js';
+import RGBWarp from './src/effects/RGBWarp.js';
import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
@@ -49,6 +50,7 @@ import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
+
import {ExtensionPreferences, gettext as _} from 'resource:///org/gnome/Shell/Extensions/js/extensions/prefs.js';
// Currently, the extension supports only one set of UI files. In the past, there were
@@ -73,11 +75,15 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
// New effects must be registered here and in extension.js.
this._ALL_EFFECTS = [
- Apparition, AuraGlow, BrokenGlass, Doom, EnergizeA,
- EnergizeB, Fire, Focus, Glide, Glitch,
- Hexagon, Incinerate, Matrix, Mushroom, PaintBrush,
- Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration,
- TRexAttack, TVEffect, TVGlitch, Wisps,
+ Apparition, AuraGlow, BrokenGlass,
+ Doom, EnergizeA, EnergizeB,
+ Fire, Focus, Glide,
+ Glitch, Hexagon, Incinerate,
+ Matrix, Mushroom, PaintBrush,
+ Pixelate, PixelWheel, PixelWipe,
+ Portal, RGBWarp, SnapOfDisintegration,
+ TRexAttack, TVEffect, TVGlitch,
+ Wisps,
];
diff --git a/resources/shaders/rgbwarp.frag b/resources/shaders/rgbwarp.frag
new file mode 100644
index 0000000..e362799
--- /dev/null
+++ b/resources/shaders/rgbwarp.frag
@@ -0,0 +1,116 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect. This
+// provides the standard input:
+
+// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
+// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
+// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
+// float uProgress: A value which transitions from 0 to 1 during the animation.
+// float uDuration: The duration of the current animation in seconds.
+// vec2 uSize: The size of uTexture in pixels.
+// float uPadding: The empty area around the actual window (e.g. where the shadow
+// is drawn). For now, this will only be set on GNOME.
+
+// Furthermore, there are two global methods for reading the window input color and
+// setting the shader output color. Both methods assume straight alpha:
+
+// vec4 getInputColor(vec2 coords)
+// void setOutputColor(vec4 outColor)
+
+
+uniform float uWavesize;
+uniform float uBrightness;
+uniform float uStretchR;
+uniform float uStretchG;
+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 s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
+ s = clamp(s,0.0,1.0);
+ return s;
+}
+
+
+// The width of the fading effect is loaded from the settings.
+uniform float uFadeWidth;
+
+void main() {
+
+ // Calculate the progression value based on the animation direction.
+ // If opening, use uProgress as-is; if closing, invert the progression.
+ float progress = uForOpening ? uProgress : 1.0 - uProgress;
+
+ //progress will now go from 0.5 to 1.0
+ progress = mix(0.5,1.0,progress);
+
+ // the UV
+ vec2 uv = iTexCoord.st;
+ vec2 f = vec2(uv.x,1.0 - uv.y);
+
+ float w = 0.0;
+
+ float p = mix(0.0, 1.0 + uWavesize, progress);
+ w = 1.0 - abs(p - f.y);
+ w = clamp(w,0.0,1.0);
+
+
+ w = pow(w, mix(100.0,1.0,uWavesize) );
+
+ float mask = 1.0;
+ if (p - f.y < 0.0)
+ {
+ mask = 0.0;
+ w = 0.0;
+ }
+
+ vec4 oColor = vec4(0.0);
+
+ oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * 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));
+
+ // float stretchA = min(min(uStretchR,uStretchG),uStretchB);
+ // 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;
+
+ // 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);
+}
\ No newline at end of file
diff --git a/resources/ui/adw/rgbwarp.ui b/resources/ui/adw/rgbwarp.ui
new file mode 100644
index 0000000..07fb495
--- /dev/null
+++ b/resources/ui/adw/rgbwarp.ui
@@ -0,0 +1,245 @@
+
+
+
+
+
+
+
+
+
+
+
diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
index f5e266a..c337b4b 100644
--- a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
+++ b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml
@@ -1034,6 +1034,53 @@ SPDX-License-Identifier: CC0-1.0
The Percent at which the window will fade out
+
+
+
+
+
+ false
+ RGBWarp Enable Effect
+ Use the RGBWarp.
+
+
+
+ 1500
+ RGBWarp Animation Time
+ The time the RGBWarp effect takes.
+
+
+
+ 1.0
+ RGBWarp Width
+ Width of the effect.
+
+
+
+ 1.0
+ RGBWarp Brightness
+ brightness of the effect.
+
+
+
+ 1.0
+ RGBWarp Red Offset
+ Red offset of the effect.
+
+
+
+ 0.80
+ RGBWarp Green Offset
+ Green offset of the effect.
+
+
+
+ 0.60
+ RGBWarp Blue Offset
+ Blue offset of the effect.
+
+
+
diff --git a/src/effects/AuraGlow.js b/src/effects/AuraGlow.js
index 192811e..11983a4 100644
--- a/src/effects/AuraGlow.js
+++ b/src/effects/AuraGlow.js
@@ -155,19 +155,21 @@ export default class Effect {
if (randColor) {
// Connect to the "toggled" signal to update preferences dynamically
randColor.connect('toggled', (widget) => {
- const state = widget.get_active(); // Retrieve the state directly
- EnableDisablePref(dialog, state); // Update sensitivity when the state changes
+ const state = widget.get_active(); // Retrieve the state directly
+ EnableDisablePref(dialog, state); // Update sensitivity when the state changes
});
-
- // Manually call the update function on startup, using the initial state of the switch
- const initialState = randColor.get_active(); // Get the initial state of the check button
+
+ // Manually call the update function on startup, using the initial state of the
+ // switch
+ const initialState =
+ randColor.get_active(); // Get the initial state of the check button
EnableDisablePref(dialog, initialState);
} else {
// Log an error if the switch widget is not found in the UI
log('Error: \'aura-glow-random-color\' switch widget not found.');
}
- //if we use a switch instead of a checkbox
+ // if we use a switch instead of a checkbox
/*
const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
if (switchWidget) {
diff --git a/src/effects/Mushroom.js b/src/effects/Mushroom.js
index 8c1f4b8..8a2f027 100644
--- a/src/effects/Mushroom.js
+++ b/src/effects/Mushroom.js
@@ -235,7 +235,8 @@ export default class Effect {
color5: 'rgba(0,240,236,1.0)',
},
{
- name: _('Red White and Blue 🇺🇸'), // A patriotic palette of red, white, and blue
+ name:
+ _('Red White and Blue 🇺🇸'), // A patriotic palette of red, white, and blue
ScaleStyle: 1.0,
SparkCount: 4,
SparkColor: 'rgba(255,255,255,1.0)',
@@ -270,7 +271,7 @@ export default class Effect {
},
{
name: _('Cattuccino 😺'), // A soft pastel palette inspired by a
- // cappuccino theme
+ // cappuccino theme
ScaleStyle: 1.0,
SparkCount: 4,
SparkColor: 'rgba(255,255,255,1.0)',
@@ -313,12 +314,12 @@ export default class Effect {
RingCount: 0,
RingRotation: 1.33,
StarCount: 7,
- color0: 'rgba(255,255,255,0.0)',
- color1: 'rgba(255,255,255,0.0)',
- color2: 'rgba(255,255,255,0.0)',
- color3: 'rgba(255,255,255,0.0)',
- color4: 'rgba(255,255,255,0.0)',
- color5: 'rgba(255,255,255,0.0)',
+ color0: 'rgba(255,255,255,0.0)',
+ color1: 'rgba(255,255,255,0.0)',
+ color2: 'rgba(255,255,255,0.0)',
+ color3: 'rgba(255,255,255,0.0)',
+ color4: 'rgba(255,255,255,0.0)',
+ color5: 'rgba(255,255,255,0.0)',
}
];
diff --git a/src/effects/RGBWarp.js b/src/effects/RGBWarp.js
new file mode 100644
index 0000000..762f858
--- /dev/null
+++ b/src/effects/RGBWarp.js
@@ -0,0 +1,118 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Your Name
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import the ShaderFactory only in the Shell process as it is not required in the
+// preferences process. The preferences process does not create any shader instances, it
+// only uses the static metadata of the effect.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect ... //
+// <- 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
+// GNOME Shell versions), to initialize the respective page of the settings dialog, as
+// well as to create the actual shader for the effect.
+export default class Effect {
+ // The constructor creates a ShaderFactory which will be used by extension.js to create
+ // shader instances for this effect. The shaders will be automagically created using the
+ // GLSL file in resources/shaders/.glsl. The callback will be called for each
+ // newly created shader instance.
+ constructor() {
+ this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
+ // Store uniform locations of newly created shaders.
+ shader._uWavesize = shader.get_uniform_location('uWavesize');
+ shader._uBrightness = shader.get_uniform_location('uBrightness');
+ shader._uStretchR = shader.get_uniform_location('uStretchR');
+ shader._uStretchG = shader.get_uniform_location('uStretchG');
+ shader._uStretchB = shader.get_uniform_location('uStretchB');
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ shader.set_uniform_float(shader._uWavesize, 1, [
+ settings.get_double('rgbwarp-wavesize'),
+ ]);
+
+ shader.set_uniform_float(shader._uBrightness, 1, [
+ settings.get_double('rgbwarp-brightness'),
+ ]);
+
+ shader.set_uniform_float(shader._uStretchR, 1, [
+ settings.get_double('rgbwarp-offset-r'),
+ ]);
+
+ shader.set_uniform_float(shader._uStretchG, 1, [
+ settings.get_double('rgbwarp-offset-g'),
+ ]);
+
+ shader.set_uniform_float(shader._uStretchB, 1, [
+ settings.get_double('rgbwarp-offset-b'),
+ ]);
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- metadata
+
+ // The effect is available on all GNOME Shell versions supported by this extension.
+ static getMinShellVersion() {
+ return [3, 36];
+ }
+
+ // This will be called in various places where a unique identifier for this effect is
+ // required. It should match the prefix of the settings keys which store whether the
+ // effect is enabled currently (e.g. '*-enable-effect'), and its animation time
+ // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
+ // named likes this.
+ static getNick() {
+ return 'rgbwarp';
+ }
+
+ // This will be shown in the sidebar of the preferences dialog as well as in the
+ // drop-down menus where the user can choose the effect.
+ static getLabel() {
+ return _('RGB Warp Effect');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog whenever a new effect profile is loaded. It
+ // binds all user interface elements to the respective settings keys of the profile.
+ static bindPreferences(dialog) {
+ // Empty for now... Code is added here later in the tutorial!
+
+ dialog.bindAdjustment('rgbwarp-animation-time');
+ dialog.bindAdjustment('rgbwarp-wavesize');
+ dialog.bindAdjustment('rgbwarp-brightness');
+ dialog.bindAdjustment('rgbwarp-offset-r');
+ dialog.bindAdjustment('rgbwarp-offset-g');
+ dialog.bindAdjustment('rgbwarp-offset-b');
+ }
+
+ // ---------------------------------------------------------------- API for extension.js
+
+ // The getActorScale() is called from extension.js to adjust the actor's size during the
+ // animation. This is useful if the effect requires drawing something beyond the usual
+ // bounds of the actor. This only works for GNOME 3.38+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+}
\ No newline at end of file