🔀 Merge pull request #143 from Schneegans/feature/refactor-common-uniforms

This commit is contained in:
Simon Schneegans
2022-05-11 05:51:17 +02:00
committed by GitHub
15 changed files with 53 additions and 84 deletions
+4
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@@ -4,6 +4,10 @@
**Release Date:** TBD **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 #### 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. * **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.
+5 -5
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@@ -234,11 +234,11 @@ if (utils.isInShellProcess()) {
const declarations = ` const declarations = `
// The code below injects some standard uniforms which will be updated during the // The code below injects some standard uniforms which will be updated during the
// animation. This includes: // animation. This includes:
// uTexture: Contains the texture of the window. // bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// uProgress: A value which transitions from 0 to 1 during the entire animation. // sampler2D uTexture: Contains the texture of the window.
// uTime: A steadily increasing value in seconds. // float uProgress: A value which transitions from 0 to 1 during the entire animation.
// uSizeX: The horizontal size of uTexture in pixels. // float uTime: A steadily increasing value in seconds.
// uSizeY: The vertical size of uTexture in pixels. // vec2 uSize: The size of uTexture in pixels.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
// The width of the fading effect is loaded from the settings. // The width of the fading effect is loaded from the settings.
+4 -3
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@@ -487,14 +487,15 @@ class Extension {
// Update uniforms at each frame. // Update uniforms at each frame.
transition.connect('new-frame', (t) => { 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, shader.set_uniform_float(shader.get_uniform_location('uProgress'), 1,
[testMode ? 0.5 : t.get_progress()]); [testMode ? 0.5 : t.get_progress()]);
shader.set_uniform_float( shader.set_uniform_float(
shader.get_uniform_location('uTime'), 1, shader.get_uniform_location('uTime'), 1,
[testMode ? duration / 2 : 0.001 * t.get_elapsed_time()]); [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('uSize'), 2,
shader.set_uniform_float(shader.get_uniform_location('uSizeY'), 1, [actor.width, actor.height]);
[actor.height]);
}); });
// Remove the effect if the animation finished or was interrupted. // Remove the effect if the animation finished or was interrupted.
-3
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@@ -146,7 +146,6 @@ if (utils.isInShellProcess()) {
_init() { _init() {
super._init(); super._init();
this._uForOpening = this.get_uniform_location('uForOpening');
this._uSeed = this.get_uniform_location('uSeed'); this._uSeed = this.get_uniform_location('uSeed');
this._uShake = this.get_uniform_location('uShake'); this._uShake = this.get_uniform_location('uShake');
this._uTwirl = this.get_uniform_location('uTwirl'); this._uTwirl = this.get_uniform_location('uTwirl');
@@ -161,7 +160,6 @@ if (utils.isInShellProcess()) {
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// clang-format off // 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._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._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-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. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
uniform bool uForOpening;
uniform vec2 uSeed; uniform vec2 uSeed;
uniform float uShake; uniform float uShake;
uniform float uTwirl; uniform float uTwirl;
+1 -4
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@@ -167,7 +167,6 @@ if (utils.isInShellProcess()) {
shardData.width, shardData.height, shardData.rowstride); shardData.width, shardData.height, shardData.rowstride);
} }
this._uForOpening = this.get_uniform_location('uForOpening');
this._uShardTexture = this.get_uniform_location('uShardTexture'); this._uShardTexture = this.get_uniform_location('uShardTexture');
this._uSeed = this.get_uniform_location('uSeed'); this._uSeed = this.get_uniform_location('uSeed');
this._uEpicenter = this.get_uniform_location('uEpicenter'); this._uEpicenter = this.get_uniform_location('uEpicenter');
@@ -198,7 +197,6 @@ if (utils.isInShellProcess()) {
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// clang-format off // 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._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uEpicenter, 2, [epicenterX, epicenterY]); this.set_uniform_float(this._uEpicenter, 2, [epicenterX, epicenterY]);
this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]); 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. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
uniform bool uForOpening;
uniform sampler2D uShardTexture; uniform sampler2D uShardTexture;
uniform vec2 uSeed; uniform vec2 uSeed;
uniform vec2 uEpicenter; uniform vec2 uEpicenter;
@@ -265,7 +262,7 @@ if (utils.isInShellProcess()) {
coords += uEpicenter; coords += uEpicenter;
// Retrieve information from the shard texture for our layer. // 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; vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// The green channel contains a random value in [0..1] for each shard. We // The green channel contains a random value in [0..1] for each shard. We
+6 -9
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@@ -140,9 +140,8 @@ if (utils.isInShellProcess()) {
_init() { _init() {
super._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._uScale = this.get_uniform_location('uScale');
this._uScale = this.get_uniform_location('uScale');
} }
// This is called each time the effect is used. This can be used to retrieve the // 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]; const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
// clang-format off // 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._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._uScale, 1, [settings.get_double('energize-a-scale')]);
// clang-format on // clang-format on
} }
@@ -172,7 +170,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
uniform bool uForOpening;
uniform vec3 uColor; uniform vec3 uColor;
uniform float uScale; uniform float uScale;
@@ -234,12 +231,12 @@ if (utils.isInShellProcess()) {
// Add molecule particles. // Add molecule particles.
vec2 uv = scaledUV + vec2(0, 0.1*uTime); 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); float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0*uTime))), 3.0);
// Add more molecule particles. // Add more molecule particles.
for (int i=1; i<=3;++i) { 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)); float atoms = simplex3D(vec3(uv, 2.0*uTime/i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2); particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2);
} }
+7 -10
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@@ -140,9 +140,8 @@ if (utils.isInShellProcess()) {
_init() { _init() {
super._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._uScale = this.get_uniform_location('uScale');
this._uScale = this.get_uniform_location('uScale');
} }
// This is called each time the effect is used. This can be used to retrieve the // 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]; const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
// clang-format off // 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._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._uScale, 1, [settings.get_double('energize-b-scale')]);
// clang-format on // clang-format on
} }
@@ -172,7 +170,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
uniform bool uForOpening;
uniform vec3 uColor; uniform vec3 uColor;
uniform float uScale; uniform float uScale;
@@ -248,21 +245,21 @@ if (utils.isInShellProcess()) {
// Add leading shower particles. // Add leading shower particles.
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME); 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); float shower = pow(simplex2D(showerUV), 10.0);
cogl_color_out.rgb += uColor * shower * masks.x; cogl_color_out.rgb += uColor * shower * masks.x;
cogl_color_out.a += shower * masks.x; cogl_color_out.a += shower * masks.x;
// Add trailing streak lines. // Add trailing streak lines.
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME); 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; float streaks = simplex2DFractal(streakUV) * 0.5;
cogl_color_out.rgb += uColor * streaks * masks.y; cogl_color_out.rgb += uColor * streaks * masks.y;
cogl_color_out.a += streaks * masks.y; cogl_color_out.a += streaks * masks.y;
// Add glimmering atoms. // Add glimmering atoms.
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME); 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); float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
cogl_color_out.rgb += uColor * atoms * masks.z; cogl_color_out.rgb += uColor * atoms * masks.z;
cogl_color_out.a += atoms * masks.z; cogl_color_out.a += atoms * masks.z;
+1 -4
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@@ -259,7 +259,6 @@ if (utils.isInShellProcess()) {
this.get_uniform_location('uGradient5'), this.get_uniform_location('uGradient5'),
]; ];
this._uForOpening = this.get_uniform_location('uForOpening');
this._u3DNoise = this.get_uniform_location('u3DNoise'); this._u3DNoise = this.get_uniform_location('u3DNoise');
this._uScale = this.get_uniform_location('uScale'); this._uScale = this.get_uniform_location('uScale');
this._uMovementSpeed = this.get_uniform_location('uMovementSpeed'); this._uMovementSpeed = this.get_uniform_location('uMovementSpeed');
@@ -277,7 +276,6 @@ if (utils.isInShellProcess()) {
} }
// clang-format off // 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._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._uScale, 1, [settings.get_double('flame-scale')]);
this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]); this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
@@ -301,7 +299,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
${shaderSnippets.compositing()} ${shaderSnippets.compositing()}
uniform bool uForOpening;
uniform bool u3DNoise; uniform bool u3DNoise;
uniform float uScale; uniform float uScale;
uniform float uMovementSpeed; uniform float uMovementSpeed;
@@ -382,7 +379,7 @@ if (utils.isInShellProcess()) {
const code = ` const code = `
// Get a noise value which moves vertically in time. // 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; uv.y += uTime * uMovementSpeed;
float noise = u3DNoise ? simplex3DFractal(vec3(uv*4.0, uTime*uMovementSpeed*1.5)) float noise = u3DNoise ? simplex3DFractal(vec3(uv*4.0, uTime*uMovementSpeed*1.5))
+1 -4
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@@ -144,7 +144,6 @@ if (utils.isInShellProcess()) {
_init() { _init() {
super._init(); super._init();
this._uForOpening = this.get_uniform_location('uForOpening');
this._uAdditiveBlending = this.get_uniform_location('uAdditiveBlending'); this._uAdditiveBlending = this.get_uniform_location('uAdditiveBlending');
this._uSeed = this.get_uniform_location('uSeed'); this._uSeed = this.get_uniform_location('uSeed');
this._uScale = this.get_uniform_location('uScale'); this._uScale = this.get_uniform_location('uScale');
@@ -166,7 +165,6 @@ if (utils.isInShellProcess()) {
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// clang-format off // 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._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._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]); this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]);
@@ -193,7 +191,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()} ${shaderSnippets.noise()}
uniform bool uForOpening;
uniform bool uAdditiveBlending; uniform bool uAdditiveBlending;
uniform vec2 uSeed; uniform vec2 uSeed;
uniform float uScale; uniform float uScale;
@@ -258,7 +255,7 @@ if (utils.isInShellProcess()) {
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1)); float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 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); vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
if (tileProgress > hex.z) { if (tileProgress > hex.z) {
+3 -6
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@@ -163,7 +163,6 @@ if (utils.isInShellProcess()) {
fontData.width, fontData.height, fontData.rowstride); fontData.width, fontData.height, fontData.rowstride);
} }
this._uForOpening = this.get_uniform_location('uForOpening');
this._uFontTexture = this.get_uniform_location('uFontTexture'); this._uFontTexture = this.get_uniform_location('uFontTexture');
this._uTrailColor = this.get_uniform_location('uTrailColor'); this._uTrailColor = this.get_uniform_location('uTrailColor');
this._uTipColor = this.get_uniform_location('uTipColor'); 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]; const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off // 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._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._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]); this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]);
@@ -206,7 +204,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
${shaderSnippets.compositing()} ${shaderSnippets.compositing()}
uniform bool uForOpening;
uniform sampler2D uFontTexture; uniform sampler2D uFontTexture;
uniform vec3 uTrailColor; uniform vec3 uTrailColor;
uniform vec3 uTipColor; uniform vec3 uTipColor;
@@ -224,7 +221,7 @@ if (utils.isInShellProcess()) {
// This returns a flickering grid of random letters. // This returns a flickering grid of random letters.
float getText(vec2 fragCoord) { float getText(vec2 fragCoord) {
vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY); vec2 pixelCoords = fragCoord * uSize;
vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize; vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize;
vec2 block = pixelCoords/uLetterSize - uv; 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 // to one below each drop and to zero above it. This second value is used for fading
// the window texture. // the window texture.
vec2 getRain(vec2 fragCoord) { 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); column -= mod(column, uLetterSize);
float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, uRandomness); 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 distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0; 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. // Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE); rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
+4 -7
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@@ -159,7 +159,6 @@ if (utils.isInShellProcess()) {
dustData.width, dustData.height, dustData.rowstride); dustData.width, dustData.height, dustData.rowstride);
} }
this._uForOpening = this.get_uniform_location('uForOpening');
this._uDustTexture = this.get_uniform_location('uDustTexture'); this._uDustTexture = this.get_uniform_location('uDustTexture');
this._uDustColor = this.get_uniform_location('uDustColor'); this._uDustColor = this.get_uniform_location('uDustColor');
this._uSeed = this.get_uniform_location('uSeed'); this._uSeed = this.get_uniform_location('uSeed');
@@ -176,10 +175,9 @@ if (utils.isInShellProcess()) {
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// clang-format off // 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._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._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._uDustScale, 1, [settings.get_double('snap-scale')]);
// clang-format on // clang-format on
} }
@@ -198,7 +196,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.noise()} ${shaderSnippets.noise()}
${shaderSnippets.math2D()} ${shaderSnippets.math2D()}
uniform bool uForOpening;
uniform sampler2D uDustTexture; uniform sampler2D uDustTexture;
uniform vec4 uDustColor; uniform vec4 uDustColor;
uniform vec2 uSeed; uniform vec2 uSeed;
@@ -259,7 +256,7 @@ if (utils.isInShellProcess()) {
// Now check wether there is actually something in the current dust layer at // Now check wether there is actually something in the current dust layer at
// the coords position. // 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; vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999); float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
+1 -4
View File
@@ -156,7 +156,6 @@ if (utils.isInShellProcess()) {
clawData.width, clawData.height, clawData.rowstride); clawData.width, clawData.height, clawData.rowstride);
} }
this._uForOpening = this.get_uniform_location('uForOpening');
this._uClawTexture = this.get_uniform_location('uClawTexture'); this._uClawTexture = this.get_uniform_location('uClawTexture');
this._uFlashColor = this.get_uniform_location('uFlashColor'); this._uFlashColor = this.get_uniform_location('uFlashColor');
this._uSeed = this.get_uniform_location('uSeed'); this._uSeed = this.get_uniform_location('uSeed');
@@ -174,7 +173,6 @@ if (utils.isInShellProcess()) {
const testMode = settings.get_boolean('test-mode'); const testMode = settings.get_boolean('test-mode');
// clang-format off // 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._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._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]); this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
@@ -199,7 +197,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.compositing()} ${shaderSnippets.compositing()}
// See assets/README.md for how this texture was created. // See assets/README.md for how this texture was created.
uniform bool uForOpening;
uniform sampler2D uClawTexture; uniform sampler2D uClawTexture;
uniform vec4 uFlashColor; uniform vec4 uFlashColor;
uniform vec2 uSeed; 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. // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = texCoords + hash22(seed); 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. // Apply global scale.
coords *= gridScale; coords *= gridScale;
+2 -8
View File
@@ -141,19 +141,14 @@ if (utils.isInShellProcess()) {
_init() { _init() {
super._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 // 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. // configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) { setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
// 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 is called by extension.js when the shader is not used anymore. We will store // 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. // Inject some common shader snippets.
${shaderSnippets.standardUniforms()} ${shaderSnippets.standardUniforms()}
uniform bool uForOpening;
uniform vec3 uColor; uniform vec3 uColor;
const float BLUR_WIDTH = 0.01; // Width of the gradients. const float BLUR_WIDTH = 0.01; // Width of the gradients.
+8 -11
View File
@@ -141,10 +141,9 @@ if (utils.isInShellProcess()) {
_init() { _init() {
super._init(); super._init();
this._uForOpening = this.get_uniform_location('uForOpening'); this._uSeed = this.get_uniform_location('uSeed');
this._uSeed = this.get_uniform_location('uSeed'); this._uColor = this.get_uniform_location('uColor');
this._uColor = this.get_uniform_location('uColor'); this._uScale = this.get_uniform_location('uScale');
this._uScale = this.get_uniform_location('uScale');
} }
// This is called each time the effect is used. This can be used to retrieve the // 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'); const testMode = settings.get_boolean('test-mode');
// clang-format off // 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._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._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._uScale, 1, [settings.get_double('wisps-scale')]);
// clang-format on // clang-format on
} }
@@ -179,7 +177,6 @@ if (utils.isInShellProcess()) {
${shaderSnippets.edgeMask()} ${shaderSnippets.edgeMask()}
${shaderSnippets.compositing()} ${shaderSnippets.compositing()}
uniform bool uForOpening;
uniform vec2 uSeed; uniform vec2 uSeed;
uniform vec3 uColor; uniform vec3 uColor;
uniform float uScale; uniform float uScale;
@@ -196,7 +193,7 @@ if (utils.isInShellProcess()) {
float getWisps(vec2 texCoords, float gridSize, vec2 seed) { float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. // 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. // Apply global scale.
coords /= gridSize; coords /= gridSize;
@@ -258,7 +255,7 @@ if (utils.isInShellProcess()) {
float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1)); float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window. // 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)); 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; cogl_color_out.a *= windowMask * mask;
+6 -6
View File
@@ -18,18 +18,18 @@
////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////
// These should be included in every shader. // 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. // uTexture: Contains the texture of the window.
// uProgress: A value which transitions from 0 to 1 during the entire animation. // uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds. // uTime: A steadily increasing value in seconds.
// uSizeX: The horizontal size of uTexture in pixels. // uSize: The size of uTexture in pixels.
// uSizeY: The vertical size of uTexture in pixels.
function standardUniforms() { function standardUniforms() {
return ` return `
uniform bool uForOpening;
uniform sampler2D uTexture; uniform sampler2D uTexture;
uniform float uProgress; uniform float uProgress;
uniform float uTime; uniform float uTime;
uniform float uSizeX; uniform vec2 uSize;
uniform float uSizeY;
`; `;
} }
@@ -78,8 +78,8 @@ function edgeMask() {
} }
float getAbsoluteEdgeMask(float fadePixels) { float getAbsoluteEdgeMask(float fadePixels) {
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY); vec2 uv = cogl_tex_coord_in[0].st * uSize;
return getEdgeMask(uv, vec2(uSizeX, uSizeY), fadePixels); return getEdgeMask(uv, uSize, fadePixels);
} }
float getRelativeEdgeMask(float fadeAmount) { float getRelativeEdgeMask(float fadeAmount) {