diff --git a/docs/changelog.md b/docs/changelog.md index 364c815..c97f699 100644 --- a/docs/changelog.md +++ b/docs/changelog.md @@ -4,6 +4,10 @@ **Release Date:** TBD +#### Enhancements + +* The standard uniforms of all shaders have been updated: The window size is now passed as a `vec2` and there is a new `bool uForOpening` which is set to `true` if a window-open animation is ongoing, to `false` otherwise. + #### Bug Fixes * **Fixed a major memory leak**. Now, shaders are not re-created anymore whenever a window is opened or closed. Instead, previously created shaders are re-used as often as possible. This requires that all settings are set as uniform values (previously they were injected into the shader source) which in turn requires that `Shell.GLSLEffect` is used instead of `Clutter.ShaderEffect`. This change also requires that all shaders now work with straight instead of premultiplied alpha. Anyways, a lot needed to be refactored for this fix and I hope that it did not bring too many visual changes. diff --git a/docs/how-to-create-new-effects.md b/docs/how-to-create-new-effects.md index 6957067..0194691 100644 --- a/docs/how-to-create-new-effects.md +++ b/docs/how-to-create-new-effects.md @@ -234,11 +234,11 @@ if (utils.isInShellProcess()) { const declarations = ` // The code below injects some standard uniforms which will be updated during the // animation. This includes: - // 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. + // bool uForOpening: True if a window-open animation is ongoing, false otherwise. + // sampler2D uTexture: Contains the texture of the window. + // float uProgress: A value which transitions from 0 to 1 during the entire animation. + // float uTime: A steadily increasing value in seconds. + // vec2 uSize: The size of uTexture in pixels. ${shaderSnippets.standardUniforms()} // The width of the fading effect is loaded from the settings. diff --git a/extension.js b/extension.js index 51ec11e..19dbac7 100644 --- a/extension.js +++ b/extension.js @@ -487,14 +487,15 @@ class Extension { // Update uniforms at each frame. transition.connect('new-frame', (t) => { + shader.set_uniform_float(shader.get_uniform_location('uForOpening'), 1, + [forOpening]); shader.set_uniform_float(shader.get_uniform_location('uProgress'), 1, [testMode ? 0.5 : t.get_progress()]); shader.set_uniform_float( shader.get_uniform_location('uTime'), 1, [testMode ? duration / 2 : 0.001 * t.get_elapsed_time()]); - shader.set_uniform_float(shader.get_uniform_location('uSizeX'), 1, [actor.width]); - shader.set_uniform_float(shader.get_uniform_location('uSizeY'), 1, - [actor.height]); + shader.set_uniform_float(shader.get_uniform_location('uSize'), 2, + [actor.width, actor.height]); }); // Remove the effect if the animation finished or was interrupted. diff --git a/src/Apparition.js b/src/Apparition.js index e7c31c4..df1a844 100644 --- a/src/Apparition.js +++ b/src/Apparition.js @@ -146,7 +146,6 @@ if (utils.isInShellProcess()) { _init() { super._init(); - this._uForOpening = this.get_uniform_location('uForOpening'); this._uSeed = this.get_uniform_location('uSeed'); this._uShake = this.get_uniform_location('uShake'); this._uTwirl = this.get_uniform_location('uTwirl'); @@ -161,7 +160,6 @@ if (utils.isInShellProcess()) { const testMode = settings.get_boolean('test-mode'); // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]); this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]); @@ -183,7 +181,6 @@ if (utils.isInShellProcess()) { // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} - uniform bool uForOpening; uniform vec2 uSeed; uniform float uShake; uniform float uTwirl; diff --git a/src/BrokenGlass.js b/src/BrokenGlass.js index fc22b7d..be7b770 100644 --- a/src/BrokenGlass.js +++ b/src/BrokenGlass.js @@ -167,7 +167,6 @@ if (utils.isInShellProcess()) { shardData.width, shardData.height, shardData.rowstride); } - this._uForOpening = this.get_uniform_location('uForOpening'); this._uShardTexture = this.get_uniform_location('uShardTexture'); this._uSeed = this.get_uniform_location('uSeed'); this._uEpicenter = this.get_uniform_location('uEpicenter'); @@ -198,7 +197,6 @@ if (utils.isInShellProcess()) { const testMode = settings.get_boolean('test-mode'); // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); this.set_uniform_float(this._uEpicenter, 2, [epicenterX, epicenterY]); this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]); @@ -220,7 +218,6 @@ if (utils.isInShellProcess()) { // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} - uniform bool uForOpening; uniform sampler2D uShardTexture; uniform vec2 uSeed; uniform vec2 uEpicenter; @@ -265,7 +262,7 @@ if (utils.isInShellProcess()) { coords += uEpicenter; // Retrieve information from the shard texture for our layer. - vec2 shardCoords = (coords + uSeed) * vec2(uSizeX, uSizeY) / uShardScale / 500.0; + vec2 shardCoords = (coords + uSeed) * uSize / uShardScale / 500.0; vec2 shardMap = texture2D(uShardTexture, shardCoords).rg; // The green channel contains a random value in [0..1] for each shard. We diff --git a/src/EnergizeA.js b/src/EnergizeA.js index 0bd94b9..8cfc328 100644 --- a/src/EnergizeA.js +++ b/src/EnergizeA.js @@ -140,9 +140,8 @@ if (utils.isInShellProcess()) { _init() { super._init(); - this._uForOpening = this.get_uniform_location('uForOpening'); - this._uColor = this.get_uniform_location('uColor'); - this._uScale = this.get_uniform_location('uScale'); + this._uColor = this.get_uniform_location('uColor'); + this._uScale = this.get_uniform_location('uScale'); } // This is called each time the effect is used. This can be used to retrieve the @@ -151,9 +150,8 @@ if (utils.isInShellProcess()) { const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1]; // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); - this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); - this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-a-scale')]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-a-scale')]); // clang-format on } @@ -172,7 +170,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.noise()} ${shaderSnippets.edgeMask()} - uniform bool uForOpening; uniform vec3 uColor; uniform float uScale; @@ -234,12 +231,12 @@ if (utils.isInShellProcess()) { // Add molecule particles. vec2 uv = scaledUV + vec2(0, 0.1*uTime); - uv *= 0.010598 * vec2(0.5*uSizeX, uSizeY); + uv *= 0.010598 * vec2(0.5*uSize.x, uSize.y); float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0*uTime))), 3.0); // Add more molecule particles. for (int i=1; i<=3;++i) { - vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * vec2(uSizeX, uSizeY); + vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize; float atoms = simplex3D(vec3(uv, 2.0*uTime/i)); particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2); } diff --git a/src/EnergizeB.js b/src/EnergizeB.js index 331f00d..6a4486a 100644 --- a/src/EnergizeB.js +++ b/src/EnergizeB.js @@ -140,9 +140,8 @@ if (utils.isInShellProcess()) { _init() { super._init(); - this._uForOpening = this.get_uniform_location('uForOpening'); - this._uColor = this.get_uniform_location('uColor'); - this._uScale = this.get_uniform_location('uScale'); + this._uColor = this.get_uniform_location('uColor'); + this._uScale = this.get_uniform_location('uScale'); } // This is called each time the effect is used. This can be used to retrieve the @@ -151,9 +150,8 @@ if (utils.isInShellProcess()) { const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); - this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); - this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-b-scale')]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-b-scale')]); // clang-format on } @@ -172,7 +170,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.noise()} ${shaderSnippets.edgeMask()} - uniform bool uForOpening; uniform vec3 uColor; uniform float uScale; @@ -248,21 +245,21 @@ if (utils.isInShellProcess()) { // Add leading shower particles. vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME); - showerUV *= 0.02 * vec2(uSizeX, uSizeY) / uScale; + showerUV *= 0.02 * uSize / uScale; float shower = pow(simplex2D(showerUV), 10.0); cogl_color_out.rgb += uColor * shower * masks.x; cogl_color_out.a += shower * masks.x; // Add trailing streak lines. vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME); - streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / uScale; + streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale; float streaks = simplex2DFractal(streakUV) * 0.5; cogl_color_out.rgb += uColor * streaks * masks.y; cogl_color_out.a += streaks * masks.y; // Add glimmering atoms. vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME); - atomUV *= 0.2 * vec2(uSizeX, uSizeY) / uScale; + atomUV *= 0.2 * uSize / uScale; float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0); cogl_color_out.rgb += uColor * atoms * masks.z; cogl_color_out.a += atoms * masks.z; diff --git a/src/Fire.js b/src/Fire.js index 8f8173f..93a65ba 100644 --- a/src/Fire.js +++ b/src/Fire.js @@ -259,7 +259,6 @@ if (utils.isInShellProcess()) { this.get_uniform_location('uGradient5'), ]; - this._uForOpening = this.get_uniform_location('uForOpening'); this._u3DNoise = this.get_uniform_location('u3DNoise'); this._uScale = this.get_uniform_location('uScale'); this._uMovementSpeed = this.get_uniform_location('uMovementSpeed'); @@ -277,7 +276,6 @@ if (utils.isInShellProcess()) { } // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]); this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]); this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]); @@ -301,7 +299,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.edgeMask()} ${shaderSnippets.compositing()} - uniform bool uForOpening; uniform bool u3DNoise; uniform float uScale; uniform float uMovementSpeed; @@ -382,7 +379,7 @@ if (utils.isInShellProcess()) { const code = ` // Get a noise value which moves vertically in time. - vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / vec2(400, 600) / uScale; + vec2 uv = cogl_tex_coord_in[0].st * uSize / vec2(400, 600) / uScale; uv.y += uTime * uMovementSpeed; float noise = u3DNoise ? simplex3DFractal(vec3(uv*4.0, uTime*uMovementSpeed*1.5)) diff --git a/src/Hexagon.js b/src/Hexagon.js index 34bd360..78f6fa1 100644 --- a/src/Hexagon.js +++ b/src/Hexagon.js @@ -144,7 +144,6 @@ if (utils.isInShellProcess()) { _init() { super._init(); - this._uForOpening = this.get_uniform_location('uForOpening'); this._uAdditiveBlending = this.get_uniform_location('uAdditiveBlending'); this._uSeed = this.get_uniform_location('uSeed'); this._uScale = this.get_uniform_location('uScale'); @@ -166,7 +165,6 @@ if (utils.isInShellProcess()) { const testMode = settings.get_boolean('test-mode'); // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); this.set_uniform_float(this._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]); this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]); @@ -193,7 +191,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} - uniform bool uForOpening; uniform bool uAdditiveBlending; uniform vec2 uSeed; uniform float uScale; @@ -258,7 +255,7 @@ if (utils.isInShellProcess()) { float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1)); float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1)); - vec2 texScale = 0.1 * vec2(uSizeX, uSizeY) / uScale; + vec2 texScale = 0.1 * uSize / uScale; vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale); if (tileProgress > hex.z) { diff --git a/src/Matrix.js b/src/Matrix.js index 5aab908..7b5161d 100644 --- a/src/Matrix.js +++ b/src/Matrix.js @@ -163,7 +163,6 @@ if (utils.isInShellProcess()) { fontData.width, fontData.height, fontData.rowstride); } - this._uForOpening = this.get_uniform_location('uForOpening'); this._uFontTexture = this.get_uniform_location('uFontTexture'); this._uTrailColor = this.get_uniform_location('uTrailColor'); this._uTipColor = this.get_uniform_location('uTipColor'); @@ -179,7 +178,6 @@ if (utils.isInShellProcess()) { const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1]; // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); this.set_uniform_float(this._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]); this.set_uniform_float(this._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]); this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]); @@ -206,7 +204,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.edgeMask()} ${shaderSnippets.compositing()} - uniform bool uForOpening; uniform sampler2D uFontTexture; uniform vec3 uTrailColor; uniform vec3 uTipColor; @@ -224,7 +221,7 @@ if (utils.isInShellProcess()) { // This returns a flickering grid of random letters. float getText(vec2 fragCoord) { - vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY); + vec2 pixelCoords = fragCoord * uSize; vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize; vec2 block = pixelCoords/uLetterSize - uv; @@ -239,7 +236,7 @@ if (utils.isInShellProcess()) { // to one below each drop and to zero above it. This second value is used for fading // the window texture. vec2 getRain(vec2 fragCoord) { - float column = cogl_tex_coord_in[0].x * uSizeX; + float column = cogl_tex_coord_in[0].x * uSize.x; column -= mod(column, uLetterSize); float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, uRandomness); @@ -248,7 +245,7 @@ if (utils.isInShellProcess()) { float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y; float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0; - float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH; + float windowAlpha = 1 - clamp(uSize.y*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH; // Fade at window borders. rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE); diff --git a/src/SnapOfDisintegration.js b/src/SnapOfDisintegration.js index 45435ec..983b0ed 100644 --- a/src/SnapOfDisintegration.js +++ b/src/SnapOfDisintegration.js @@ -159,7 +159,6 @@ if (utils.isInShellProcess()) { dustData.width, dustData.height, dustData.rowstride); } - this._uForOpening = this.get_uniform_location('uForOpening'); this._uDustTexture = this.get_uniform_location('uDustTexture'); this._uDustColor = this.get_uniform_location('uDustColor'); this._uSeed = this.get_uniform_location('uSeed'); @@ -176,10 +175,9 @@ if (utils.isInShellProcess()) { const testMode = settings.get_boolean('test-mode'); // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); - this.set_uniform_float(this._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); - this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); - this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]); + this.set_uniform_float(this._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); + this.set_uniform_float(this._uDustScale, 1, [settings.get_double('snap-scale')]); // clang-format on } @@ -198,7 +196,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.noise()} ${shaderSnippets.math2D()} - uniform bool uForOpening; uniform sampler2D uDustTexture; uniform vec4 uDustColor; uniform vec2 uSeed; @@ -259,7 +256,7 @@ if (utils.isInShellProcess()) { // Now check wether there is actually something in the current dust layer at // the coords position. - vec2 dustCoords = (coords + uSeed) * vec2(uSizeX, uSizeY) / uDustScale / 100.0; + vec2 dustCoords = (coords + uSeed) * uSize / uDustScale / 100.0; vec2 dustMap = texture2D(uDustTexture, dustCoords).rg; float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999); diff --git a/src/TRexAttack.js b/src/TRexAttack.js index b43ddcc..31a4d1f 100644 --- a/src/TRexAttack.js +++ b/src/TRexAttack.js @@ -156,7 +156,6 @@ if (utils.isInShellProcess()) { clawData.width, clawData.height, clawData.rowstride); } - this._uForOpening = this.get_uniform_location('uForOpening'); this._uClawTexture = this.get_uniform_location('uClawTexture'); this._uFlashColor = this.get_uniform_location('uFlashColor'); this._uSeed = this.get_uniform_location('uSeed'); @@ -174,7 +173,6 @@ if (utils.isInShellProcess()) { const testMode = settings.get_boolean('test-mode'); // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); this.set_uniform_float(this._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]); @@ -199,7 +197,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.compositing()} // See assets/README.md for how this texture was created. - uniform bool uForOpening; uniform sampler2D uClawTexture; uniform vec4 uFlashColor; uniform vec2 uSeed; @@ -219,7 +216,7 @@ if (utils.isInShellProcess()) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = texCoords + hash22(seed); - coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0); + coords *= uSize.x < uSize.y ? vec2(1.0, 1.0 * uSize.y / uSize.x) : vec2(1.0 * uSize.x / uSize.y, 1.0); // Apply global scale. coords *= gridScale; diff --git a/src/TVEffect.js b/src/TVEffect.js index f6463ef..19eb601 100644 --- a/src/TVEffect.js +++ b/src/TVEffect.js @@ -141,19 +141,14 @@ if (utils.isInShellProcess()) { _init() { super._init(); - this._uForOpening = this.get_uniform_location('uForOpening'); - this._uColor = this.get_uniform_location('uColor'); + this._uColor = this.get_uniform_location('uColor'); } // This is called each time the effect is used. This can be used to retrieve the // configuration from the settings and update all uniforms accordingly. setUniforms(actor, settings, forOpening) { const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; - - // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); - this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); - // clang-format on + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); } // This is called by extension.js when the shader is not used anymore. We will store @@ -169,7 +164,6 @@ if (utils.isInShellProcess()) { // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} - uniform bool uForOpening; uniform vec3 uColor; const float BLUR_WIDTH = 0.01; // Width of the gradients. diff --git a/src/Wisps.js b/src/Wisps.js index 42b14fa..6d3151e 100644 --- a/src/Wisps.js +++ b/src/Wisps.js @@ -141,10 +141,9 @@ if (utils.isInShellProcess()) { _init() { super._init(); - this._uForOpening = this.get_uniform_location('uForOpening'); - this._uSeed = this.get_uniform_location('uSeed'); - this._uColor = this.get_uniform_location('uColor'); - this._uScale = this.get_uniform_location('uScale'); + this._uSeed = this.get_uniform_location('uSeed'); + this._uColor = this.get_uniform_location('uColor'); + this._uScale = this.get_uniform_location('uScale'); } // This is called each time the effect is used. This can be used to retrieve the @@ -156,10 +155,9 @@ if (utils.isInShellProcess()) { const testMode = settings.get_boolean('test-mode'); // clang-format off - this.set_uniform_float(this._uForOpening, 1, [forOpening]); - this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); - this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); - this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]); + this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]); // clang-format on } @@ -179,7 +177,6 @@ if (utils.isInShellProcess()) { ${shaderSnippets.edgeMask()} ${shaderSnippets.compositing()} - uniform bool uForOpening; uniform vec2 uSeed; uniform vec3 uColor; uniform float uScale; @@ -196,7 +193,7 @@ if (utils.isInShellProcess()) { float getWisps(vec2 texCoords, float gridSize, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. - vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY); + vec2 coords = (texCoords + hash22(seed)) * uSize; // Apply global scale. coords /= gridSize; @@ -258,7 +255,7 @@ if (utils.isInShellProcess()) { float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1)); // Use a noise function to dissolve the window. - float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0)); + float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0)); float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0)); cogl_color_out.a *= windowMask * mask; diff --git a/src/shaderSnippets.js b/src/shaderSnippets.js index 275140e..6178315 100644 --- a/src/shaderSnippets.js +++ b/src/shaderSnippets.js @@ -18,18 +18,18 @@ ////////////////////////////////////////////////////////////////////////////////////////// // These should be included in every shader. +// uForOpening: True if a window-open animation is ongoing, false otherwise. // 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. +// uSize: The size of uTexture in pixels. function standardUniforms() { return ` + uniform bool uForOpening; uniform sampler2D uTexture; uniform float uProgress; uniform float uTime; - uniform float uSizeX; - uniform float uSizeY; + uniform vec2 uSize; `; } @@ -78,8 +78,8 @@ function edgeMask() { } float getAbsoluteEdgeMask(float fadePixels) { - vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY); - return getEdgeMask(uv, vec2(uSizeX, uSizeY), fadePixels); + vec2 uv = cogl_tex_coord_in[0].st * uSize; + return getEdgeMask(uv, uSize, fadePixels); } float getRelativeEdgeMask(float fadeAmount) {