diff --git a/kwin/build.sh b/kwin/build.sh
index 7dba2b4..8311b9a 100755
--- a/kwin/build.sh
+++ b/kwin/build.sh
@@ -140,6 +140,7 @@ generate "energize-b" "Energize B [Burn-My-Windows]" "Using different transpor
generate "fire" "Fire [Burn-My-Windows]" "The classic effect inspired by Compiz"
generate "glide" "Glide [Burn-My-Windows]" "Fade the window to transparency with subtle 3D effects"
generate "glitch" "Glitch [Burn-My-Windows]" "This effect applies some intentional graphics issues to your windows"
+generate "tvglitch" "TVGlitch [Burn-My-Windows]" "This effect applies some intentional graphics issues to your windows"
generate "hexagon" "Hexagon [Burn-My-Windows]" "With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi"
generate "incinerate" "Incinerate [Burn-My-Windows]" "A less snappy but definitely more fancy take on the fire effect"
generate "pixelate" "Pixelate [Burn-My-Windows]" "Pixelate the window and randomly hide the pixels"
diff --git a/kwin/tvglitch/config.ui b/kwin/tvglitch/config.ui
new file mode 100755
index 0000000..84ba445
--- /dev/null
+++ b/kwin/tvglitch/config.ui
@@ -0,0 +1,137 @@
+
+
+
+
+
+ BMWConfigForm
+
+
+
+ 0
+ 0
+ 562
+ 365
+
+
+
+ -
+
+
+ Scale
+
+
+ Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
+
+
+ kcfg_Color
+
+
+
+ -
+
+
+ Color
+
+
+ Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
+
+
+ kcfg_Color
+
+
+
+ -
+
+
+ Animation Time [ms]
+
+
+ Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
+
+
+
+ -
+
+
+ true
+
+
+
+ -
+
+
+ 100
+
+
+ 9999
+
+
+ 100
+
+
+
+ -
+
+
+ Strength
+
+
+ Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
+
+
+
+ -
+
+
+ Speed
+
+
+ Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
+
+
+
+ -
+
+
+ 0.100000000000000
+
+
+ 10.000000000000000
+
+
+
+ -
+
+
+ 0.100000000000000
+
+
+ 10.000000000000000
+
+
+
+ -
+
+
+ 0.100000000000000
+
+
+ 10.000000000000000
+
+
+
+
+
+
+
+ KColorButton
+ QPushButton
+
+
+
+
+
+
diff --git a/kwin/tvglitch/main.xml b/kwin/tvglitch/main.xml
new file mode 100755
index 0000000..95e2bf4
--- /dev/null
+++ b/kwin/tvglitch/main.xml
@@ -0,0 +1,28 @@
+
+
+
+
+
+
+
+
+ 750
+
+
+ 1
+
+
+ 2
+
+
+ 2
+
+
+ #64A0FF
+
+
+
diff --git a/kwin/tvglitch/onAnimationBegin.js b/kwin/tvglitch/onAnimationBegin.js
new file mode 100644
index 0000000..53dc727
--- /dev/null
+++ b/kwin/tvglitch/onAnimationBegin.js
@@ -0,0 +1,7 @@
+// SPDX-FileCopyrightText: Simon Schneegans
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// This part is automatically included in the effect's source during the build process.
+// The code below is called whenever a window is closed or opened.
+
+effect.setUniform(this.shader, 'uSeed', Math.random());
diff --git a/kwin/tvglitch/onSettingsChanged.js b/kwin/tvglitch/onSettingsChanged.js
new file mode 100644
index 0000000..03c946f
--- /dev/null
+++ b/kwin/tvglitch/onSettingsChanged.js
@@ -0,0 +1,12 @@
+// SPDX-FileCopyrightText: Simon Schneegans
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// This part is automatically included in the effect's source during the build process.
+// The code below is called whenever the user changes something in the configuration of
+// the effect.
+
+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
diff --git a/resources/shaders/tvglitch.frag b/resources/shaders/tvglitch.frag
new file mode 100644
index 0000000..efadfd8
--- /dev/null
+++ b/resources/shaders/tvglitch.frag
@@ -0,0 +1,122 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Simon Schneegans
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+// The content from common.glsl is automatically prepended to each shader effect.
+
+uniform vec3 uColor;
+uniform float uSeed;
+uniform float uScale;
+uniform float uStrength;
+uniform float uSpeed;
+
+// tv params
+
+const float BLUR_WIDTH = 0.01; // Width of the gradients.
+const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
+const float LR_TIME = 0.4; // Relative time for the left/right animation.
+const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
+const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
+const float SCALING = 0.5; // Additional vertical scaling of the window.
+
+
+// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
+void main() {
+ float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress);
+ float time = progress * uDuration * uSpeed;
+ float strength = uStrength * progress;
+ float displace = 1000.0 * strength / uSize.x;
+ float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0);
+
+ // Create large noise waves and add some smaller noise waves.
+ float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0);
+ noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
+
+ // Apply the noise as x displacement for every line.
+ float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
+ vec4 oColor = getInputColor(vec2(xPos, iTexCoord.y));
+
+ // Mix in some random interference lines.
+ vec3 interference = uColor * hash12(vec2(yPos * time));
+ float interferenceStrength = noise * min(strength, 1.0);
+ oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
+
+ // Mix in some grainy noise.
+ vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
+ float grainStrength = 0.2 * min(strength, 1.0);
+ oColor.rgb = mix(oColor.rgb, grain, 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));
+ }
+
+ // Shift green/blue channels.
+ float offset = 0.1 * noise * displace;
+ oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25);
+ oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25);
+
+ // Dissolve the window.
+ // float fadeDelay = 1.5;
+ // float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0);
+ // oColor.a *= alpha;
+
+ // add tv effect - we just want the shape transforms
+
+ // add the tv effect sooner/later in the animation
+ float toffset = uForOpening ? 0.0 : 1.0;
+ float prog = clamp(uProgress * 2.0 - toffset, 0.0, 1.0);
+ prog = uForOpening ? 1.0 - easeOutQuad(prog) : easeOutQuad(prog);
+
+ // Scale down the window vertically.
+ float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
+ vec2 coords = iTexCoord.st;
+ coords.y = coords.y * (scale + 1.0) - scale * 0.5;
+
+ // All of these are in [0..1] during the different stages of the animation.
+ // tb refers to the top-bottom animation.
+ // lr refers to the left-right animation.
+ // ff refers to the final fade animation.
+ float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
+ float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
+ float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
+
+ // This is a top-center-bottom gradient in [0..1..0]
+ float tb = coords.y * 2.0;
+ tb = tb < 1.0 ? tb : 2.0 - tb;
+
+ // This is a left-center-right gradient in [0..1..0]
+ float lr = coords.x * 2.0;
+ lr = lr < 1.0 ? lr : 2.0 - lr;
+
+ // Combine the progress values with the gradients to create the alpha masks.
+ float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
+ float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
+ float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
+
+ // Assemble the final alpha value.
+ float mask = tbMask * lrMask * ffMask;
+
+ // vec4 oColor = getInputColor(coords);
+ // don't add another color transform
+ // oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
+ oColor.a *= mask;
+
+ // These are pretty useful for understanding how this works.
+ // oColor = vec4(vec3(tbMask), 1);
+ // oColor = vec4(vec3(lrMask), 1);
+ // oColor = vec4(vec3(ffMask), 1);
+ // oColor = vec4(vec3(mask), 1);
+
+ setOutputColor(oColor);
+}
diff --git a/src/TVGlitch.js b/src/TVGlitch.js
new file mode 100644
index 0000000..dda3bba
--- /dev/null
+++ b/src/TVGlitch.js
@@ -0,0 +1,120 @@
+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Simon Schneegans
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+const GObject = imports.gi.GObject;
+
+const _ = imports.gettext.domain('burn-my-windows').gettext;
+
+const ExtensionUtils = imports.misc.extensionUtils;
+const Me = imports.misc.extensionUtils.getCurrentExtension();
+const utils = Me.imports.src.utils;
+const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect applies some intentional graphics issues to your windows. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// 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.
+var Glitch = class {
+
+ // 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(this.getNick(), (shader) => {
+ // We import Clutter in this function as it is not available in the preferences
+ // process. This creator function of the ShaderFactory is only called within GNOME
+ // Shell's process.
+ const Clutter = imports.gi.Clutter;
+
+ // Store uniform locations of newly created shaders.
+ shader._uSeed = shader.get_uniform_location('uSeed');
+ shader._uColor = shader.get_uniform_location('uColor');
+ shader._uScale = shader.get_uniform_location('uScale');
+ shader._uStrength = shader.get_uniform_location('uStrength');
+ shader._uSpeed = shader.get_uniform_location('uSpeed');
+
+ // 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('glitch-color'))[1];
+
+ // If we are performing an integration tests, we use a fixed seed.
+ const testMode = settings.get_boolean('test-mode');
+
+ // 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._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')]);
+ // clang-format on
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- metadata
+
+ // The effect is available on all GNOME Shell versions supported by this extension.
+ 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. '*-close-effect'), and its animation time
+ // (e.g. '*-animation-time').
+ getNick() {
+ return 'tvglitch';
+ }
+
+ // 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.
+ getLabel() {
+ return _('TVGlitch');
+ }
+
+ // -------------------------------------------------------------------- API for prefs.js
+
+ // This is called by the preferences dialog. It loads the settings page for this effect,
+ // and binds all properties to the settings.
+ getPreferences(dialog) {
+
+ // Add the settings page to the builder.
+ dialog.getBuilder().add_from_resource(`/ui/${utils.getUIDir()}/TVGlitch.ui`);
+
+ // Bind all properties.
+ dialog.bindAdjustment('glitch-animation-time');
+ dialog.bindAdjustment('glitch-scale');
+ dialog.bindAdjustment('glitch-speed');
+ dialog.bindAdjustment('glitch-strength');
+ dialog.bindColorButton('glitch-color');
+
+ // Finally, return the new settings page.
+ return dialog.getBuilder().get_object('tvglitch-prefs');
+ }
+
+ // ---------------------------------------------------------------- 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+.
+ getActorScale(settings) {
+ return {x: 1.0, y: 1.0};
+ }
+}