🔧 Use RGB for energize b color

This commit is contained in:
Simon Schneegans
2022-06-13 06:20:17 +02:00
parent 87209db9bd
commit 8d6b844def
3 changed files with 7 additions and 7 deletions
+1 -1
View File
@@ -3,5 +3,5 @@
// the effect. // the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001); effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uColor', effect.readConfig('Color', 'white')); effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0)); effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
+5 -5
View File
@@ -13,7 +13,7 @@
// The content from common.glsl is automatically prepended to each shader effect. // The content from common.glsl is automatically prepended to each shader effect.
uniform vec4 uColor; uniform vec3 uColor;
uniform float uScale; uniform float uScale;
const float SHOWER_TIME = 0.3; const float SHOWER_TIME = 0.3;
@@ -80,28 +80,28 @@ void main() {
vec4 oColor = getInputColor(iTexCoord.st); vec4 oColor = getInputColor(iTexCoord.st);
// Dissolve window to effect color / transparency. // Dissolve window to effect color / transparency.
oColor.rgb = mix(uColor.rgb, oColor.rgb, 0.5 * masks.w + 0.5); oColor.rgb = mix(uColor, oColor.rgb, 0.5 * masks.w + 0.5);
oColor.a = oColor.a * masks.w; oColor.a = oColor.a * masks.w;
// Add leading shower particles. // Add leading shower particles.
vec2 showerUV = iTexCoord.st + vec2(0.0, -0.7 * progress / SHOWER_TIME); vec2 showerUV = iTexCoord.st + vec2(0.0, -0.7 * progress / SHOWER_TIME);
showerUV *= 0.02 * uSize / uScale; showerUV *= 0.02 * uSize / uScale;
float shower = pow(simplex2D(showerUV), 10.0); float shower = pow(simplex2D(showerUV), 10.0);
oColor.rgb += uColor.rgb * shower * masks.x; oColor.rgb += uColor * shower * masks.x;
oColor.a += shower * masks.x; oColor.a += shower * masks.x;
// Add trailing streak lines. // Add trailing streak lines.
vec2 streakUV = iTexCoord.st + vec2(0.0, -progress / SHOWER_TIME); vec2 streakUV = iTexCoord.st + vec2(0.0, -progress / SHOWER_TIME);
streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale; streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale;
float streaks = simplex2DFractal(streakUV) * 0.5; float streaks = simplex2DFractal(streakUV) * 0.5;
oColor.rgb += uColor.rgb * streaks * masks.y; oColor.rgb += uColor * streaks * masks.y;
oColor.a += streaks * masks.y; oColor.a += streaks * masks.y;
// Add glimmering atoms. // Add glimmering atoms.
vec2 atomUV = iTexCoord.st + vec2(0.0, -0.025 * progress / SHOWER_TIME); vec2 atomUV = iTexCoord.st + vec2(0.0, -0.025 * progress / SHOWER_TIME);
atomUV *= 0.2 * uSize / uScale; atomUV *= 0.2 * uSize / uScale;
float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0); float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0);
oColor.rgb += uColor.rgb * atoms * masks.z; oColor.rgb += uColor * atoms * masks.z;
oColor.a += atoms * masks.z; oColor.a += atoms * masks.z;
// These are pretty useful for understanding how this works. // These are pretty useful for understanding how this works.
+1 -1
View File
@@ -51,7 +51,7 @@ var EnergizeB = class {
const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
// clang-format off // clang-format off
shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, 1.0]); 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('energize-b-scale')]); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('energize-b-scale')]);
// clang-format on // clang-format on
}); });