diff --git a/resources/shaders/glitch.frag b/resources/shaders/glitch.frag index fbe8228..7e4ac75 100644 --- a/resources/shaders/glitch.frag +++ b/resources/shaders/glitch.frag @@ -15,23 +15,22 @@ // The content from common.glsl is automatically prepended to each shader effect. uniform vec3 uColor; +uniform float uSeed; uniform float uScale; uniform float uStrength; uniform float uSpeed; // Somewhat inspired by https://www.shadertoy.com/view/XtK3W3 void main() { - float progress = (uForOpening ? 1.0 - uProgress : uProgress); - float time = 7.5 * progress * uDuration * uSpeed; + float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress); + float time = progress * uDuration * uSpeed; float strength = uStrength * progress; - float displace = 750.0 * strength / uSize.x; - float yPos = uScale * uSize.y * iTexCoord.y; + float displace = 1000.0 * strength / uSize.x; + float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0); - // Create large, incidental noise waves. - float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.3, 0.0, 1.0); - - // Offset by smaller, constant noise waves. - noise = noise + (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15; + // Create large noise waves and add some smaller noise waves. + float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0); + noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15; // Apply the noise as x displacement for every line. float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0); @@ -42,21 +41,25 @@ void main() { float interferenceStrength = noise * min(strength, 1.0); oColor.rgb = mix(oColor.rgb, interference, interferenceStrength); - // Apply a line pattern every 4 pixels. + // Mix in some grainy noise. + vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0)); + float grainStrength = 0.2 * min(strength, 1.0); + oColor.rgb = mix(oColor.rgb, grain, grainStrength); + + // Add a subtle line pattern every 4 pixels. if (floor(mod(yPos * 0.25, 2.0)) == 0.0) { oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise)); } // Shift green/blue channels. - oColor.g = mix(oColor.g, - getInputColor(vec2(xPos + noise * 0.1 * displace, iTexCoord.y)).g, 0.25); - oColor.b = mix(oColor.b, - getInputColor(vec2(xPos - noise * 0.1 * displace, iTexCoord.y)).b, 0.25); + float offset = 0.1 * noise * displace; + oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25); + oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25); // Dissolve the window. - if (progress > mix(1.0 - noise, max(max(oColor.r, oColor.g), oColor.b), 0.5)) { - oColor.a = 0.0; - } + float fadeDelay = 2.0; + float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0); + oColor.a *= alpha; setOutputColor(oColor); } \ No newline at end of file diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml index 3911d4c..807ed9d 100644 --- a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml +++ b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml @@ -665,19 +665,19 @@ SPDX-License-Identifier: CC0-1.0 - 1.0 + 2.0 Glitch Strength The intensity of the effect. - 1.0 + 2.0 Glitch Speed The speed of the effect. - "rgb(255, 200, 50)" + "rgb(100, 160, 255)" Glitch Color The color of the effect. diff --git a/src/Glitch.js b/src/Glitch.js index 01f645a..78c56d6 100644 --- a/src/Glitch.js +++ b/src/Glitch.js @@ -43,6 +43,7 @@ var Glitch = class { const Clutter = imports.gi.Clutter; // Store uniform locations of newly created shaders. + shader._uSeed = shader.get_uniform_location('uSeed'); shader._uColor = shader.get_uniform_location('uColor'); shader._uScale = shader.get_uniform_location('uScale'); shader._uStrength = shader.get_uniform_location('uStrength'); @@ -52,7 +53,11 @@ var Glitch = class { shader.connect('begin-animation', (shader, settings) => { const c = Clutter.Color.from_string(settings.get_string('glitch-color'))[1]; + // If we are performing an integration tests, we use a fixed seed. + const testMode = settings.get_boolean('test-mode'); + // clang-format off + shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]); shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('glitch-scale')]); shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('glitch-strength')]);