🚧 Start port to ESM
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+10
-17
@@ -14,13 +14,13 @@
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'use strict';
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const {Gio, Shell, GObject, Clutter, Meta} = imports.gi;
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const ByteArray = imports.byteArray;
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import Gio from 'gi://Gio';
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import Shell from 'gi://Shell';
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import GObject from 'gi://GObject';
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import Clutter from 'gi://Clutter';
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import Meta from 'gi://Meta';
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const Main = imports.ui.main;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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import {shellVersionIsAtLeast, getStringResource} from './utils.js';
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//////////////////////////////////////////////////////////////////////////////////////////
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// This is the base class for all shaders of Burn-My-Windows. It automagically loads //
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@@ -47,7 +47,7 @@ const utils = Me.imports.src.utils;
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// used to clean up any resources.
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//////////////////////////////////////////////////////////////////////////////////////////
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var Shader = GObject.registerClass(
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export var Shader = GObject.registerClass(
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{
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Signals: {
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'begin-animation': {
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@@ -186,7 +186,7 @@ var Shader = GObject.registerClass(
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// to undo this. It is a pity that we have to do this here, as it is not really
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// required to be done each frame. But it's the only place where we can do it.
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
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if (utils.shellVersionIsAtLeast(44, 2)) {
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if (shellVersionIsAtLeast(44, 2)) {
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this.get_pipeline().set_blend(
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'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
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}
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@@ -197,18 +197,11 @@ var Shader = GObject.registerClass(
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// --------------------------------------------------------------------- private stuff
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// This loads the file at 'path' contained in the extension's resources to a
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// JavaScript string.
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_loadStringResource(path) {
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const data = Gio.resources_lookup_data(path, 0);
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return ByteArray.toString(ByteArray.fromGBytes(data));
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}
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// This loads a GLSL file from the extension's resources to a JavaScript string. The
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// code from "common.glsl" is prepended automatically.
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_loadShaderResource(path) {
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let common = this._loadStringResource('/shaders/common.glsl');
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let code = this._loadStringResource(path);
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let common = getStringResource('/shaders/common.glsl');
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let code = getStringResource(path);
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// Add a trailing newline. Else the GLSL compiler complains...
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return common + '\n' + code + '\n';
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