♻️ Simplify transition tweaking
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+13
-18
@@ -98,22 +98,11 @@ var Wisps = class Wisps {
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return shader;
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
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// The parameter 'forOpening' is set to true if this is called for a window-open
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// transition, for a window-close transition it is set to false. The modes can be set to
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// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
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// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
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// current value of the opacity transition is passed as uProgress to the shader.
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// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
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// For this effect, windows should be scaled down slightly but not faded.
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static tweakTransition(actor, settings, forOpening) {
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return {
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'opacity': {from: 255, to: 255, mode: 3},
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'scale-x': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3},
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'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
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};
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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static getActorScale(settings) {
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return {x: 1.0, y: 1.0};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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@@ -176,6 +165,7 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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${shaderSnippets.compositing()}
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${shaderSnippets.easing()}
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uniform vec2 uSeed;
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uniform vec3 uColor;
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@@ -187,6 +177,7 @@ if (utils.isInShellProcess()) {
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const int WISPS_LAYERS = 8;
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const float WISPS_IN_TIME = 0.5;
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const float WINDOW_OUT_TIME = 1.0;
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const float SCALING = 0.9;
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// Returns a grid of randomly moving points. Each grid cell contains one point which
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// moves on an ellipse.
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@@ -228,10 +219,14 @@ if (utils.isInShellProcess()) {
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`;
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const code = `
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float progress = uForOpening ? 1.0-uProgress : uProgress;
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float progress = uForOpening ? 1.0-easeOutQuad(uProgress) : easeOutQuad(uProgress);
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// Scale down the window slightly.
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float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
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vec2 coords = cogl_tex_coord_in[0].st * (scale + 1.0) - scale * 0.5;
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// Get the color of the window.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
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cogl_color_out = texture2D(uTexture, coords);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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