diff --git a/extension.js b/extension.js
index 06776d9..479e4d5 100644
--- a/extension.js
+++ b/extension.js
@@ -49,6 +49,7 @@ import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
import Mushroom from './src/effects/Mushroom.js';
+import SimpleFade from './src/effects/SimpleFade.js';
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
@@ -82,7 +83,7 @@ export default class BurnMyWindows extends Extension {
new Matrix(), new PaintBrush(), new Pixelate(), new PixelWheel(),
new PixelWipe(), new Portal(), new RGBWarp(), new SnapOfDisintegration(),
new TeamRocket(), new TRexAttack(), new TVEffect(), new TVGlitch(),
- new Wisps(), new Mushroom(),
+ new Wisps(), new Mushroom(), new SimpleFade(),
];
diff --git a/prefs.js b/prefs.js
index af81f62..6e14c8c 100644
--- a/prefs.js
+++ b/prefs.js
@@ -50,7 +50,7 @@ import TVEffect from './src/effects/TVEffect.js';
import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
-
+import SimpleFade from './src/effects/SimpleFade.js';
import {ExtensionPreferences, gettext as _} from 'resource:///org/gnome/Shell/Extensions/js/extensions/prefs.js';
@@ -84,7 +84,7 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
Pixelate, PixelWheel, PixelWipe,
Portal, RGBWarp, SnapOfDisintegration,
TeamRocket, TRexAttack, TVEffect,
- TVGlitch, Wisps,
+ TVGlitch, Wisps, SimpleFade,
];
diff --git a/resources/shaders/simple-fade.frag b/resources/shaders/simple-fade.frag
new file mode 100644
index 0000000..39d09db
--- /dev/null
+++ b/resources/shaders/simple-fade.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)
+
+// The width of the fading effect is loaded from the settings.
+// uniform float uFadeWidth;
+
+float uBlurQuality = 5.0;
+vec4 uSeed = vec4(0.4,0.2,0.4,0.6);
+
+// A simple blur function
+vec4 blur(vec2 uv, float radius, float samples) {
+ // Initialize the color accumulator to zero.
+ vec4 color = vec4(0.0);
+
+ // Define a constant for 2 * PI (tau), which represents a full circle in radians.
+ const float tau = 6.28318530718;
+
+ // Number of directions for sampling around the circle.
+ const float directions = 15.0;
+
+ // Outer loop iterates over multiple directions evenly spaced around a circle.
+ for (float d = 0.0; d < tau; d += tau / directions) {
+ // Inner loop samples along each direction, with decreasing intensity.
+ for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
+ // Calculate the offset for this sample based on direction, radius, and step.
+ // The (1.0 - s) term ensures more sampling occurs closer to the center.
+ vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
+
+ // Add the sampled color at the offset position to the accumulator.
+ color += getInputColor(uv + offset);
+ }
+ }
+
+ // Normalize the accumulated color by dividing by the total number of samples
+ // and directions to ensure the result is averaged.
+ return color / samples / directions;
+}
+
+
+
+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 ? 1.0 - uProgress : uProgress ;
+
+ //r is for random .. 4 random numbers between -1.0 and 1.0
+ vec4 r = hash42(iTexCoord.st * progress * 0.1) * 2.0 - vec4(0.5);
+
+ //zero to one... mostly one
+ float ztomo = remap(
+ progress,
+ 0.0,0.1,
+ 0.0,1.0
+ );
+ ztomo = easeInOutSine(ztomo);
+
+
+ //out Expo
+ float oExpo = easeOutExpo(progress);
+ float iExpo = easeInExpo(progress);
+ float ioSine = easeInOutSine(progress);
+ float ioSine_r = 1.0 - ioSine;
+
+ vec2 uv = iTexCoord.st;
+
+ // change the center
+ uv = uv * 2.0 - 1.0;
+
+ //scale
+ uv /= ioSine_r;
+
+ //re-center
+ uv = uv * 0.5 + 0.5;
+
+ // uv.x -= simplex3D(r.xyz * 50.0) * 0.1;
+ // uv.y -= simplex3D(r.xyz * 50.0) * 0.1;
+
+ // uv.x -= sin(progress)
+
+//get color
+ vec4 oColor = blur(uv, ztomo * 100.0,uBlurQuality);
+ oColor.a *= ioSine_r;
+
+
+
+ setOutputColor(oColor);
+}
\ No newline at end of file
diff --git a/resources/shaders/team-rocket.frag b/resources/shaders/team-rocket.frag
index cc6dd02..e21a1f1 100644
--- a/resources/shaders/team-rocket.frag
+++ b/resources/shaders/team-rocket.frag
@@ -123,8 +123,6 @@ void main() {
// scale progress ... the first half of the animation
float scalep = remap(
progress,
- //0.0,clamp(uWT + 0.1,0.0,1.0),
- // 0.0,0.6,
0.0,uWT+0.1,
0.0,1.0
);
@@ -135,8 +133,6 @@ void main() {
// sparkle progress ... the second half of the animation
float sparkp = remap(
progress,
- // clamp((1.0 - uWT) - 0.1,0.0,1.0),1.0,
- // 0.4,1.0,
uWT-0.1,1.0,
0.0,1.0
);
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 8a2e27d..cf39324 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
@@ -1126,6 +1126,29 @@ SPDX-License-Identifier: CC0-1.0
Sparkle Size
+
+
+
+
+
+
+ false
+ Simple Fade Enable Effect
+ Use the Simple Fade effect.
+
+
+
+ 3000
+ Simple Fade Animation Time
+ The time the Simple Fade effect takes.
+
+
+
+ 0.1
+ Simple Fade Width
+ Width of the fading effect.
+
+
diff --git a/src/effects/AuraGlow.js b/src/effects/AuraGlow.js
index 4383735..a6028ba 100644
--- a/src/effects/AuraGlow.js
+++ b/src/effects/AuraGlow.js
@@ -173,7 +173,7 @@ export default class Effect {
*/
// if we use a switch instead of a checkbox
-
+
const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
if (switchWidget) {
// Connect to the "state-set" signal to update preferences dynamically based on
@@ -191,7 +191,7 @@ export default class Effect {
// Log an error if the switch widget is not found in the UI.
log('Error: \'aura-glow-random-color\' switch widget not found.');
}
-
+
// Retrieve the necessary objects
const colorOffset = dialog.getBuilder().get_object('aura-glow-color-offset-scale');
diff --git a/src/effects/SimpleFade.js b/src/effects/SimpleFade.js
new file mode 100644
index 0000000..ad50b01
--- /dev/null
+++ b/src/effects/SimpleFade.js
@@ -0,0 +1,93 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// 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._uFadeWidth = shader.get_uniform_location('uFadeWidth');
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+
+ // shader.set_uniform_float(shader._uFadeWidth, 1, [
+ // settings.get_double('simple-fade-width'),
+ // ]);
+
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- 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 'simple-fade';
+ }
+
+ // 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 _('Simple Fade 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!
+ }
+
+ // ---------------------------------------------------------------- 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
diff --git a/src/effects/TeamRocket.js b/src/effects/TeamRocket.js
index ba7d9cc..c1ecd4b 100644
--- a/src/effects/TeamRocket.js
+++ b/src/effects/TeamRocket.js
@@ -39,14 +39,14 @@ export default class Effect {
constructor() {
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
- shader._uWT = shader.get_uniform_location('uWT');
+ shader._uWT = shader.get_uniform_location('uWT');
shader._uXpos = shader.get_uniform_location('uXpos');
shader._uYpos = shader.get_uniform_location('uYpos');
shader._uWinRot = shader.get_uniform_location('uWinRot');
shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
- shader._uSeed = shader.get_uniform_location('uSeed');
+ shader._uSeed = shader.get_uniform_location('uSeed');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
@@ -63,7 +63,7 @@ export default class Effect {
]);
shader.set_uniform_float(shader._uWinRot, 1,
- [settings.get_boolean('team-rocket-win-rot')]);
+ [settings.get_boolean('team-rocket-win-rot')]);
shader.set_uniform_float(shader._uSparkleRot, 1, [
settings.get_double('team-rocket-sparkle-rot'),