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@@ -29,7 +29,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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// Load the gradient values from the settings. We directly inject the values in the
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// GLSL code below. The shader is compiled once for each window-closing anyways. In
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// the future, we my want to prevent this frequent recompilations of shaders,
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// the future, we may want to prevent this frequent recompilations of shaders,
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// though.
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const gradient = [];
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for (let i = 1; i <= 5; i++) {
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@@ -40,6 +40,8 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.effectMask()}
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@@ -51,6 +53,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
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const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
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// This maps the input value from [0..1] to a color from the gradient.
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vec4 getFireColor(float v) {
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const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
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const vec4 colors[5] = vec4[](
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@@ -77,12 +80,12 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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void main(void) {
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// Get a noise value.
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// Get a noise value which moves vertically in time.
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
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uv.y += uTime * FIRE_SPEED;
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float noise = perlinNoise(uv, 10.0, 5, 0.5);
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// Modulate noise by mask.
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// Modulate noise by effect mask.
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vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
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noise *= effectMask.y;
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@@ -90,10 +93,10 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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vec4 fire = getFireColor(noise);
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fire.rgb *= fire.a;
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// Get window texture.
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
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// Add fire.
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// Add the fire to the window.
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cogl_color_out += fire;
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}
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`);
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@@ -13,6 +13,16 @@
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'use strict';
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//////////////////////////////////////////////////////////////////////////////////////////
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// These functions return strings which can be injected to GLSL shader code. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// These should be included in every shader.
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// uTexture: Contains the texture of the window.
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// uProgress: A value which transitions from 0 to 1 during the entire animation.
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// uTime: A steadily increasing value in seconds.
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// uSizeX: The horizontal size of uTexture in pixels.
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// uSizeY: The vertical size of uTexture in pixels.
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function standardUniforms() {
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return `
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uniform sampler2D uTexture;
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@@ -23,14 +33,17 @@ function standardUniforms() {
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`;
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}
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// The noise implementation is from https://www.shadertoy.com/view/3tcBzH
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// (CC-BY-NC-SA).
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// The noise implementation is from https://www.shadertoy.com/view/3tcBzH (CC-BY-NC-SA).
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function noise() {
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return `
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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vec2 rand2(vec2 co) {
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return vec2(rand(co), rand(co + vec2(12.9898,78.233)));
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}
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float hermite(float t) {
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return t * t * (3.0 - 2.0 * t);
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}
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@@ -69,6 +82,16 @@ function noise() {
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`;
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}
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// This method requires the uniforms from standardUniforms() to be available.
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// It returns two values: The first is an alpha value which can be used for the window
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// texture. This gradually dissolves the window from top to bottom. The second can be used
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// to mask any effect, it will be most opaque where the window is currently fading and
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// gradually dissolve to zero over time.
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// hideTime: A value in [0..1]. It determines the percentage of the animation which
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// is spent for hiding the window. 1-hideTime will be spent thereafter for
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// dissolving the effect mask.
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// fadeWidth: The relative size of the window-hiding gradient in [0..1].
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// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
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function effectMask() {
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return `
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vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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