🎉 Add wisps kwin effect

This commit is contained in:
Simon Schneegans
2022-06-10 15:24:54 +02:00
parent 79fe1feb5c
commit 97a4226898
7 changed files with 114 additions and 3 deletions
+1
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@@ -109,4 +109,5 @@ generate "energize-a" "Energize A" "Beam your windows away"
generate "energize-b" "Energize B" "Using different transporter technology results in an alternative visual effect"
generate "hexagon" "Hexagon" "With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi"
generate "tv" "TV Effect" "Make windows close like turning off a TV"
generate "wisps" "Wisps" "Let your windows be carried away to the realm of dreams by these little fairies"
# generate "fire" "Fire" "Make windows burn"
+84
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@@ -0,0 +1,84 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_Color"></widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
+16
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@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>1500</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="Color" type="Color">
<default>#ff64c8</default>
</entry>
</group>
</kcfg>
+4
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@@ -0,0 +1,4 @@
// 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(), Math.random()]);
+6
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@@ -0,0 +1,6 @@
// 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, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uColor', effect.readConfig('Color', 'white'));
+2 -2
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@@ -14,7 +14,7 @@
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec2 uSeed;
uniform vec3 uColor;
uniform vec4 uColor;
uniform float uScale;
const float WISPS_RADIUS = 20.0;
@@ -98,7 +98,7 @@ void main() {
oColor.a *= windowMask * mask;
// Add the wisps.
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
vec4 wispColor = wisps * vec4(uColor.rgb, min(wispsIn, 1.0 - wispsOut) * mask);
oColor = alphaOver(oColor, wispColor);
// These are pretty useful for understanding how this works.
+1 -1
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@@ -58,7 +58,7 @@ var Wisps = class {
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), 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._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, 1.0]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('wisps-scale')]);
// clang-format on
});