📝 Add some comments

This commit is contained in:
Simon Schneegans
2021-12-22 05:54:58 +01:00
parent 3149371a04
commit a338a2f1b2
2 changed files with 33 additions and 7 deletions
+8 -5
View File
@@ -29,7 +29,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
// Load the gradient values from the settings. We directly inject the values in the
// GLSL code below. The shader is compiled once for each window-closing anyways. In
// the future, we my want to prevent this frequent recompilations of shaders,
// the future, we may want to prevent this frequent recompilations of shaders,
// though.
const gradient = [];
for (let i = 1; i <= 5; i++) {
@@ -40,6 +40,8 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.effectMask()}
@@ -51,6 +53,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
// This maps the input value from [0..1] to a color from the gradient.
vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
const vec4 colors[5] = vec4[](
@@ -77,12 +80,12 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
void main(void) {
// Get a noise value.
// Get a noise value which moves vertically in time.
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
uv.y += uTime * FIRE_SPEED;
float noise = perlinNoise(uv, 10.0, 5, 0.5);
// Modulate noise by mask.
// Modulate noise by effect mask.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
noise *= effectMask.y;
@@ -90,10 +93,10 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
vec4 fire = getFireColor(noise);
fire.rgb *= fire.a;
// Get window texture.
// Get the window texture and fade it according to the effect mask.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
// Add fire.
// Add the fire to the window.
cogl_color_out += fire;
}
`);
+25 -2
View File
@@ -13,6 +13,16 @@
'use strict';
//////////////////////////////////////////////////////////////////////////////////////////
// These functions return strings which can be injected to GLSL shader code. //
//////////////////////////////////////////////////////////////////////////////////////////
// These should be included in every shader.
// uTexture: Contains the texture of the window.
// uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds.
// uSizeX: The horizontal size of uTexture in pixels.
// uSizeY: The vertical size of uTexture in pixels.
function standardUniforms() {
return `
uniform sampler2D uTexture;
@@ -23,14 +33,17 @@ function standardUniforms() {
`;
}
// The noise implementation is from https://www.shadertoy.com/view/3tcBzH
// (CC-BY-NC-SA).
// The noise implementation is from https://www.shadertoy.com/view/3tcBzH (CC-BY-NC-SA).
function noise() {
return `
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec2 rand2(vec2 co) {
return vec2(rand(co), rand(co + vec2(12.9898,78.233)));
}
float hermite(float t) {
return t * t * (3.0 - 2.0 * t);
}
@@ -69,6 +82,16 @@ function noise() {
`;
}
// This method requires the uniforms from standardUniforms() to be available.
// It returns two values: The first is an alpha value which can be used for the window
// texture. This gradually dissolves the window from top to bottom. The second can be used
// to mask any effect, it will be most opaque where the window is currently fading and
// gradually dissolve to zero over time.
// hideTime: A value in [0..1]. It determines the percentage of the animation which
// is spent for hiding the window. 1-hideTime will be spent thereafter for
// dissolving the effect mask.
// fadeWidth: The relative size of the window-hiding gradient in [0..1].
// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
function effectMask() {
return `
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {