🔧 Finalize Thanos effect
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@@ -84,7 +84,7 @@
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<property name="width-request">300</property>
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<property name="adjustment">
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<object class="GtkAdjustment" id="snap-scale">
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<property name="upper">10</property>
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<property name="upper">5</property>
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<property name="lower">0.1</property>
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<property name="step-increment">0.01</property>
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<property name="page-increment">0.1</property>
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@@ -379,6 +379,12 @@
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<!-- Snap of Disintegration Effect Options -->
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<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
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<key name="snap-open-effect" type="b">
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<default>false</default>
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<summary>Snap Open Effect</summary>
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<description>Use the snap effect for window openeing.</description>
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</key>
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<key name="snap-close-effect" type="b">
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<default>false</default>
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<summary>Snap Close Effect</summary>
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@@ -386,13 +392,13 @@
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</key>
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<key name="snap-animation-time" type="i">
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<default>1500</default>
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<default>1000</default>
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<summary>Snap Animation Time</summary>
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<description>The time the snap effect takes.</description>
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</key>
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<key name="snap-scale" type="d">
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<default>1.5</default>
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<default>1.0</default>
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<summary>Snap Scale</summary>
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<description>The size of the snap effect.</description>
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</key>
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+68
-41
@@ -15,12 +15,18 @@
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const GObject = imports.gi.GObject;
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const _ = imports.gettext.domain('burn-my-windows').gettext;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// ... //
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// This effects dissolves your windows into a cloud of dust. For this, it uses an //
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// approach similar to the Broken Glass effect. A dust texture is used to segment the //
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// window texture into a set of layers. Each layer is then moved, sheared and scaled //
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// randomly. Just a few layers are sufficient to create the illusion of many individual //
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// dust particles. //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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// documentation of vfunc_paint_target further down in this file. //
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//////////////////////////////////////////////////////////////////////////////////////////
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@@ -51,7 +57,7 @@ var SnapOfDisintegration = class SnapOfDisintegration {
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return 'Snap of Disintegration';
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return _('Snap of Disintegration');
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}
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// -------------------------------------------------------------------- API for prefs.js
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@@ -76,19 +82,26 @@ var SnapOfDisintegration = class SnapOfDisintegration {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(actor, settings) {
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return new Shader(actor, settings);
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static createShader(actor, settings, forOpening) {
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return new Shader(actor, settings, forOpening);
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}
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// This is also called from extension.js. It is used to tweak the ongoing transition of
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// the actor - usually windows are faded to transparency and scaled down slightly by
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// GNOME Shell. For this effect, windows are set to twice their original size, so that
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// we have some space to draw the dust.
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static getCloseTransition(actor, settings) {
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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 are set to 1.2 times their original size, so that we have
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// some space to draw the dust particles. We also set the animation mode to "Linear".
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static tweakTransition(actor, settings, forOpening) {
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return {
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'opacity': {to: 255, mode: 14}, // Mode: EASE_IN_SINE
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'scale-x': {from: 2.0, to: 2.0, mode: 14}, // Mode: EASE_IN_SINE
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'scale-y': {from: 2.0, to: 2.0, mode: 14} // Mode: EASE_IN_SINE
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'opacity': {from: 255, to: 255, mode: 1},
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'scale-x': {from: 1.2, to: 1.2, mode: 1},
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'scale-y': {from: 1.2, to: 1.2, mode: 1}
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};
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}
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}
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@@ -106,17 +119,17 @@ if (utils.isInShellProcess()) {
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(actor, settings) {
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_init(actor, settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the claw texture. As the shader is re-created for each window animation,
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// Load the dust texture. As the shader is re-created for each window animation,
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// this texture is also re-created each time. This could be improved in the future!
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const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
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this._dustTexture = new Clutter.Image();
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this._dustTexture.set_data(
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dustData.get_pixels(), Cogl.PixelFormat.RGB_888, dustData.width,
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dustData.height, dustData.rowstride);
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this._dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
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dustData.width, dustData.height, dustData.rowstride);
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// The dust particles will fade to this color over time.
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const color = Clutter.Color.from_string(settings.get_string('snap-color'))[1];
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this.set_shader_source(`
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@@ -130,50 +143,64 @@ if (utils.isInShellProcess()) {
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float DUST_SCALE = ${settings.get_double('snap-scale')};
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const float DUST_LAYERS = 5;
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const float ACTOR_SCALE = 2.0;
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const float ACTOR_SCALE = 1.2;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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const vec2 EPICENTER = vec2(0.5);
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const vec3 DUST_COLOR = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255});
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void main() {
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float progress = pow(uProgress, 2.0);
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// We simply inverse the progress for opening windows.
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float progress = pow(${forOpening ? '1.0-uProgress' : 'uProgress'}, 2.0);
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cogl_color_out = vec4(0, 0, 0, 0);
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for (float i=0; i<DUST_LAYERS; ++i) {
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float factor = DUST_LAYERS == 1 ? 0 : i/(DUST_LAYERS-1);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
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float angle = 23.123 * SEED.x + mix(0.0, 0.2, factor);
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// Create a random direction.
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float factor = DUST_LAYERS == 1 ? 0 : i/(DUST_LAYERS-1);
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float angle = 123.123 * (SEED.x + factor);
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vec2 direction = vec2(1.0, 0.0);
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direction = rotate(direction, angle);
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float dist = distToLine(vec2(0.5), direction, coords);
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direction = rotate(direction, angle);
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vec2 distort = direction * dist * dist * uProgress * uProgress;
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if (getWinding(direction, coords - 0.5) > 0) {
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distort *= -1;
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// Flip direction for one side of the window.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - EPICENTER;
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if (getWinding(direction, coords) > 0) {
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direction *= -1;
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}
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coords = coords + distort;
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vec2 dustCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / DUST_SCALE / 100.0;
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vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
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// Flip direction for half the layers.
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if (factor > 0.5) {
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direction *= -1;
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}
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// We grow the layer along the random direction, shrink it orthogonally to it
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// and scale it up slightly.
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float dist = distToLine(vec2(0.0), direction, coords);
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vec2 grow = direction * dist * mix(0, 0.1, progress);
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vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, 0.1, progress);
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float scale = mix(1.0, 1.1, factor * progress);
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coords = (coords + grow + shrink) / scale;
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// Now check wether there is actually something in the current dust layer at
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// the coords position.
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vec2 dustCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / DUST_SCALE / 100.0;
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vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
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float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
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if (dustGroup == i) {
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vec4 windowColor = texture2D(uTexture, coords);
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windowColor.rgb = mix(windowColor.rgb, DUST_COLOR*windowColor.a, progress);
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float dissolve = (dustMap.x - progress) > 0 ? 1: 0;
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// Fade the window color to DUST_COLOR.
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vec4 windowColor = texture2D(uTexture, coords + EPICENTER);
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windowColor.rgb = mix(windowColor.rgb, DUST_COLOR*windowColor.a, progress);
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// Dissolve the dust particles.
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float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
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windowColor *= dissolve;
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// Blend the layers.
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cogl_color_out = mix(cogl_color_out, windowColor, windowColor.a);
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}
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}
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@@ -187,8 +214,8 @@ if (utils.isInShellProcess()) {
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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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_filters(
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0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR);
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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pipeline.set_layer_texture(1, this._dustTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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this.set_uniform_value('uDustTexture', 1);
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