✨ Apply clang-format

This commit is contained in:
Simon Schneegans
2025-02-09 08:19:00 +01:00
parent 3ab1ffbc15
commit 91789d3617
8 changed files with 307 additions and 389 deletions
+7 -24
View File
@@ -39,7 +39,6 @@ uniform float uFadeOut;
uniform float uBlur; uniform float uBlur;
uniform vec2 uSeed; uniform vec2 uSeed;
/* /*
this controls the end shape this controls the end shape
-5.0 large Star -5.0 large Star
@@ -57,7 +56,6 @@ uniform float uEdgeSize;
// soft <--> hard // soft <--> hard
uniform float uEdgeHardness; uniform float uEdgeHardness;
// A simple blur function // A simple blur function
vec4 blur(vec2 uv, float radius, float samples) { vec4 blur(vec2 uv, float radius, float samples) {
vec4 color = vec4(0.0); vec4 color = vec4(0.0);
@@ -82,15 +80,10 @@ void main() {
float progress = uForOpening ? uProgress : 1.0 - uProgress; float progress = uForOpening ? uProgress : 1.0 - uProgress;
// adjusting for Gnome // adjusting for Gnome
if (uPadding > 0.0) if (uPadding > 0.0) {
{ progress = remap(progress, 0.0, ((uSize.x - (uPadding * 2.0)) / uSize.x), 0.0, 1.0);
progress = remap(
progress, 0.0, ((uSize.x - (uPadding*2.0)) / uSize.x)
,0.0, 1.0
);
} }
// Get the color from the window texture. // Get the color from the window texture.
vec4 oColor = getInputColor(iTexCoord.st); vec4 oColor = getInputColor(iTexCoord.st);
@@ -115,19 +108,12 @@ void main() {
// 1.0 would be a circle // 1.0 would be a circle
// 2.0 will be sqircle // 2.0 will be sqircle
// 1000.0 will be very square // 1000.0 will be very square
float p = mix(uEdgeShape,1000.0, float p = mix(uEdgeShape, 1000.0, easeInExpo(progress));
easeInExpo(progress)
);
// this will be used later to make a mask // this will be used later to make a mask
float m = mix( float m =
0.0, mix(0.0, 1.0,
1.0, clamp(pow(abs(uv.x - 0.5) * 2.0, p) + pow(abs(uv.y - 0.5) * 2.0, p), 0.0, 1.0));
clamp(
pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
)
);
// this calculates the edge of the effect // this calculates the edge of the effect
float edge = abs(m - progress); float edge = abs(m - progress);
@@ -155,13 +141,11 @@ void main() {
float oColorAlpha = oColor.a; float oColorAlpha = oColor.a;
// blur-ify // blur-ify
if (uBlur > 0.0) if (uBlur > 0.0) {
{
// used for blur later ... // used for blur later ...
// calculate this before saturating it // calculate this before saturating it
float b = (color.r + color.g + color.b) / 3.0; float b = (color.r + color.g + color.b) / 3.0;
oColor = blur(iTexCoord.st, b * uBlur * mask1, 7.0); oColor = blur(iTexCoord.st, b * uBlur * mask1, 7.0);
} }
@@ -194,5 +178,4 @@ void main() {
oColor.a *= lastfade; oColor.a *= lastfade;
setOutputColor(oColor); setOutputColor(oColor);
} }
+53 -113
View File
@@ -60,15 +60,11 @@ uniform vec4 uStarColor5;
uniform vec2 uSeed; uniform vec2 uSeed;
// helps to find the angle // helps to find the angle
vec3 getPosByAngle(float angle) vec3 getPosByAngle(float angle) { return vec3(cos(angle), sin(angle), 0); }
{
return vec3(cos(angle), sin(angle), 0);
}
// gets the mask of a Star // gets the mask of a Star
float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation) float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size,
{ float rotation) {
float radiusMax = 1.0; float radiusMax = 1.0;
float radiusMin = radiusMax * radiusRatio; float radiusMin = radiusMax * radiusRatio;
@@ -79,17 +75,23 @@ float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size
// Offset rotation to ensure one point is always up when rotation = 0 // Offset rotation to ensure one point is always up when rotation = 0
rotation += PI / 2.0 - starangle / 1.0; rotation += PI / 2.0 - starangle / 1.0;
// Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation` // Define the positions for the outer and inner points of the star's initial angle,
vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation` // rotated by `rotation`
vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated vec3 p0 =
(radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
vec3 p1 = (radiusMin * size) *
getPosByAngle(starangle + rotation); // Inner point, also rotated
// Calculate the position of the current fragment relative to the star's center // Calculate the position of the current fragment relative to the star's center
vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size vec2 curPosuv =
(uv - center); // Center UV coordinates, then scale to fit the star size
float curRadius = length(curPosuv); // Radius from center, no need to scale further float curRadius = length(curPosuv); // Radius from center, no need to scale further
float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation` float curPosAngle =
atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
// Determine the fractional position within the current star segment // Determine the fractional position within the current star segment
float a = fract(curPosAngle / starangle); // Fractional angle position within one segment float a =
fract(curPosAngle / starangle); // Fractional angle position within one segment
if (a >= 0.5) if (a >= 0.5)
a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry) a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
@@ -102,13 +104,12 @@ float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size
vec3 dir1 = curPos - p0; // Vector from outer point to current position vec3 dir1 = curPos - p0; // Vector from outer point to current position
// Use cross product to determine if `curPos` is inside the star's edge // Use cross product to determine if `curPos` is inside the star's edge
return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge) return step(0.0,
cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
} }
// use to scale the window // use to scale the window
vec2 scaleUV(vec2 uv, vec2 scale) vec2 scaleUV(vec2 uv, vec2 scale) {
{
// Put texture coordinate origin to center of window. // Put texture coordinate origin to center of window.
uv = uv * 2.0 - 1.0; uv = uv * 2.0 - 1.0;
@@ -121,10 +122,8 @@ vec2 scaleUV(vec2 uv, vec2 scale)
return uv; return uv;
} }
// this returns the Spark // this returns the Spark
float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) {
{
brightness = clamp(brightness, 0.001, 1.0); brightness = clamp(brightness, 0.001, 1.0);
size = clamp(size, 0.001, 1.0); size = clamp(size, 0.001, 1.0);
float bn = mix(0.0, 0.07, brightness); // recalculate size float bn = mix(0.0, 0.07, brightness); // recalculate size
@@ -137,23 +136,16 @@ float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotatio
// this is basically the brightness // this is basically the brightness
float p = mix(-1.0, 1000.0, easeInExpo(bn)); float p = mix(-1.0, 1000.0, easeInExpo(bn));
float m = mix( float m =
0.0, mix(0.0, 1.0,
1.0, clamp(pow(abs(uv.x - 0.5) * 2.0, p) + pow(abs(uv.y - 0.5) * 2.0, p), 0.0, 1.0));
clamp(
pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
)
);
float mask = easeInSine(1.0 - (m - bn)) - 0.004; float mask = easeInSine(1.0 - (m - bn)) - 0.004;
mask = clamp(mask, 0.0, 1.0); mask = clamp(mask, 0.0, 1.0);
return mask; return mask;
} }
// returns the star's color // returns the star's color
vec4 getStarColor(float v, float alpha) { vec4 getStarColor(float v, float alpha) {
// Clamp v to ensure it's in [0.0, 1.0] // Clamp v to ensure it's in [0.0, 1.0]
@@ -202,8 +194,6 @@ vec4 getStarColor(float v, float alpha) {
return vec4(0.0, 0.0, 0.0, 1.0); return vec4(0.0, 0.0, 0.0, 1.0);
} }
// 1| __________ // 1| __________
// | / \ // | / \
// | / \ // | / \
@@ -215,60 +205,39 @@ graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/ */
float zeroStartEnd(float t, float max_size, float power) float zeroStartEnd(float t, float max_size, float power) {
{
float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0; float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
s = clamp(s, 0.0, 1.0) * max_size; s = clamp(s, 0.0, 1.0) * max_size;
return s; return s;
} }
// this gives us the jerky 8bit growth effect. // this gives us the jerky 8bit growth effect.
float eightBitScale(float progress) float eightBitScale(float progress) {
{
float scale = 1.0; float scale = 1.0;
if (progress <= 0.1) if (progress <= 0.1) {
{
scale = 0.25; scale = 0.25;
} } else if (progress <= 0.2) {
else if (progress <= 0.2)
{
scale = 0.5; scale = 0.5;
} } else if (progress <= 0.3) {
else if (progress <= 0.3)
{
scale = 0.25; scale = 0.25;
} } else if (progress <= 0.4) {
else if (progress <= 0.4)
{
scale = 0.5; scale = 0.5;
} } else if (progress <= 0.5) {
else if (progress <= 0.5)
{
scale = 0.25; scale = 0.25;
} } else if (progress <= 0.6) {
else if (progress <= 0.6)
{
scale = 0.5; scale = 0.5;
} } else if (progress <= 0.7) {
else if (progress <= 0.7)
{
scale = 1.0; scale = 1.0;
} } else if (progress <= 0.8) {
else if (progress <= 0.8)
{
scale = 0.25; scale = 0.25;
} } else if (progress <= 0.9) {
else if (progress <= 0.9)
{
scale = 0.5; scale = 0.5;
} }
return scale; return scale;
} }
// gets all the sparks // gets all the sparks
vec4 getSparks(float progress) vec4 getSparks(float progress) {
{
// the UV for this function // the UV for this function
float aspect = uSize.x / uSize.y; float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect, 1.0); vec2 uv = iTexCoord.st * vec2(aspect, 1.0);
@@ -286,8 +255,7 @@ vec4 getSparks(float progress)
float x = 0.0; float x = 0.0;
// loop for each spart // loop for each spart
for (float xusp = 0.0; xusp < uSparkCount; ++xusp) for (float xusp = 0.0; xusp < uSparkCount; ++xusp) {
{
// calculate some variables // calculate some variables
h = hash21(xusp + uSeed.x); h = hash21(xusp + uSeed.x);
y = mix(0.0 - h.y, 1.0 + (1.0 - h.y), progress); y = mix(0.0 - h.y, 1.0 + (1.0 - h.y), progress);
@@ -297,9 +265,7 @@ vec4 getSparks(float progress)
x += 0.5 * aspect; x += 0.5 * aspect;
// here we get the mask for the spark // here we get the mask for the spark
float a4ps = getSpark( float a4ps = getSpark(uv, vec2(x, y), // position (x, y)
uv,
vec2( x , y), //position (x, y)
zeroStartEnd(y, 1.0, 4.0) * xEdge, // Brightness zeroStartEnd(y, 1.0, 4.0) * xEdge, // Brightness
zeroStartEnd(y, 0.5, 4.0) * xEdge, // Size zeroStartEnd(y, 0.5, 4.0) * xEdge, // Size
progress * 6.28 * float(uSparkRotation) // rotation progress * 6.28 * float(uSparkRotation) // rotation
@@ -307,9 +273,7 @@ vec4 getSparks(float progress)
// set it to the results // set it to the results
result = alphaOver( result = alphaOver(
result, result, vec4(uSparkColor.r, uSparkColor.g, uSparkColor.b, uSparkColor.a * a4ps));
vec4(uSparkColor.r,uSparkColor.g,uSparkColor.b,uSparkColor.a * a4ps)
);
} }
// and we are returning the result // and we are returning the result
@@ -317,8 +281,7 @@ vec4 getSparks(float progress)
} }
// gets the Rays // gets the Rays
vec4 getRays(float progress) vec4 getRays(float progress) {
{
// create the UV for it // create the UV for it
vec2 rayUV = iTexCoord.st; vec2 rayUV = iTexCoord.st;
rayUV *= vec2(10.0, 0.5); rayUV *= vec2(10.0, 0.5);
@@ -334,22 +297,16 @@ vec4 getRays(float progress)
ray *= zeroStartEnd(progress, 1.0, 8.0); ray *= zeroStartEnd(progress, 1.0, 8.0);
// adjust the numbers and clamp // adjust the numbers and clamp
ray = remap( ray = remap(ray * 1.10, 0.0, 1.0, -5.0, 1.0);
ray * 1.10,
0.0,1.0,
-5.0,1.0
);
float alpha = clamp(uRaysColor.a * ray, 0.0, 1.0); float alpha = clamp(uRaysColor.a * ray, 0.0, 1.0);
// return // return
return vec4(uRaysColor.r, uRaysColor.g, uRaysColor.b, alpha); return vec4(uRaysColor.r, uRaysColor.g, uRaysColor.b, alpha);
} }
// returns the stars // returns the stars
vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha) vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha) {
{
// this will be the result to return // this will be the result to return
vec4 result = vec4(0.0); vec4 result = vec4(0.0);
@@ -357,22 +314,22 @@ vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha)
float y = 0.0; float y = 0.0;
// for each ring // for each ring
for (float r = 0.0; r < uRingCount; ++r) for (float r = 0.0; r < uRingCount; ++r) {
{
float spread = r * (1.0 / uRingCount); float spread = r * (1.0 / uRingCount);
y = mix(0.0 - spread, 1.0 + (1.0 - spread), 1.0 - progress); y = mix(0.0 - spread, 1.0 + (1.0 - spread), 1.0 - progress);
y = clamp(y, 0.00001, 0.99999); y = clamp(y, 0.00001, 0.99999);
// each star in each ring // each star in each ring
for (float s = 0.0; s < uStarCount; ++s) for (float s = 0.0; s < uStarCount; ++s) {
{
// this returns a Star // this returns a Star
float a5ps = getStar( float a5ps =
starUV, getStar(starUV,
vec2( sin(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount))) * aspect * 0.33 , y), //position (x, y) vec2(sin(progress * uRingRotation * 6.28 + (s * (6.28 / uStarCount))) *
aspect * 0.33,
y), // position (x, y)
5.0, // nPoints 5.0, // nPoints
0.5, // radiusRatio 0.5, // radiusRatio
zeroStartEnd(y, 0.1, 2.0), // Size zeroStartEnd(y, 0.1, 2.0), // Size
@@ -385,26 +342,18 @@ vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha)
// if we want the star behind or infront of the window // if we want the star behind or infront of the window
if (depth < 0.0) if (depth < 0.0) {
{
result = alphaOver(result, getStarColor(y, a5ps)); result = alphaOver(result, getStarColor(y, a5ps));
} } else {
else
{
result = alphaOver(getStarColor(y, a5ps) * (1.0 - oColorAlpha), result); result = alphaOver(getStarColor(y, a5ps) * (1.0 - oColorAlpha), result);
} }
} }
} }
// and we are returning the result // and we are returning the result
return result; return result;
} }
void main() { void main() {
// Calculate the animation progress, flipping direction if opening // Calculate the animation progress, flipping direction if opening
@@ -414,7 +363,6 @@ void main() {
// Initialize the output color to fully transparent black // Initialize the output color to fully transparent black
vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0); vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0);
// get scales // get scales
float scale8bit = eightBitScale(progress); float scale8bit = eightBitScale(progress);
vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress)); vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress));
@@ -422,9 +370,7 @@ void main() {
vec2 fscale = mix(vec2(scale8bit), scaleV2, uScaleStyle); vec2 fscale = mix(vec2(scale8bit), scaleV2, uScaleStyle);
// Fetch the color based on the scaled texture coordinates // Fetch the color based on the scaled texture coordinates
oColor = getInputColor( oColor = getInputColor(scaleUV(iTexCoord.st, fscale));
scaleUV(iTexCoord.st, fscale)
);
// Store the alpha value of the fetched color for later use // Store the alpha value of the fetched color for later use
float oColorAlpha = oColor.a; float oColorAlpha = oColor.a;
@@ -438,26 +384,20 @@ void main() {
vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0); vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0);
// If four-point stars are enabled, overlay them on the current color // If four-point stars are enabled, overlay them on the current color
if (uSparkCount > 0.0) if (uSparkCount > 0.0) {
{
oColor = alphaOver(oColor, getSparks(progress)); oColor = alphaOver(oColor, getSparks(progress));
} }
// If rays are enabled, overlay them on the current color // If rays are enabled, overlay them on the current color
if (uRaysColor.a > 0.0) if (uRaysColor.a > 0.0) {
{
oColor = alphaOver(oColor, getRays(progress)); oColor = alphaOver(oColor, getRays(progress));
} }
// If five-point stars are enabled, overlay them using stored alpha // If five-point stars are enabled, overlay them using stored alpha
if (uRingCount > 0.0 && uStarCount > 0.0) if (uRingCount > 0.0 && uStarCount > 0.0) {
{
oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha)); oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha));
} }
// Set the final output color to the computed value // Set the final output color to the computed value
setOutputColor(oColor); setOutputColor(oColor);
} }
-3
View File
@@ -61,7 +61,6 @@ export var Shader = GObject.registerClass({
}, },
class Shader extends Shell.GLSLEffect { class Shader extends Shell.GLSLEffect {
// -------------------------------------------- // --------------------------------------------
// The constructor automagically loads the shader's source code (in // The constructor automagically loads the shader's source code (in
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl // vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
@@ -209,6 +208,4 @@ export var Shader = GObject.registerClass({
// Add a trailing newline. Else the GLSL compiler complains... // Add a trailing newline. Else the GLSL compiler complains...
return common + '\n' + code + '\n'; return common + '\n' + code + '\n';
} }
}); });
-2
View File
@@ -172,6 +172,4 @@ export function parseColor(string) {
return [color.red / 255, color.green / 255, color.blue / 255, color.alpha / 255]; return [color.red / 255, color.green / 255, color.blue / 255, color.alpha / 255];
} }