🔧 Make animation type configurable
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@@ -51,14 +51,14 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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uniform sampler2D uFontTexture;
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
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const float LETTER_FLICKER_SPEED = 2.0;
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const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
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const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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@@ -117,7 +117,7 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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vec3 tipColor = vec3(${tipColor.red / 255},
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${tipColor.green / 255},
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${tipColor.blue / 255});
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cogl_color_out.rgb += mix(trailColor, tipColor, pow(rainAlpha, 5)) * rainAlpha * text;
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cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(text), 1);
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@@ -127,6 +127,7 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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`);
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};
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// This is overridden to bind the font texture for drawing.
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_texture(1, this._fontTexture.get_texture());
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