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')]);