Merge branch 'main' of github.com:Schneegans/Burn-My-Windows
This commit is contained in:
+16
-7
@@ -95,16 +95,20 @@ var MatrixEffect = class MatrixEffect {
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_from(value);
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transition.set_to(value);
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transition.set_duration(animationTime);
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}
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};
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// If there's a transition in progress, we re-target these transitions so that the
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// window is neither scaled nor faded.
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// window is not faded. We scale the actor vertically by a factor of two in order to
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// be able to start the drops above the window and let them drop further down. The
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// texture coordinates are scale inversely so that the windows does not get stretched
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// visually.
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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tweakTransition('scale-y', 2);
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}
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}
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@@ -194,12 +198,15 @@ if (utils.isInShellProcess()) {
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void main() {
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vec2 coords = cogl_tex_coord_in[0].st;
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coords.t = coords.t*2-0.5;
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rain = getRain(cogl_tex_coord_in[0].st);
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float text = getText(cogl_tex_coord_in[0].st);
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vec2 rain = getRain(coords);
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float text = getText(coords);
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y;
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cogl_color_out = texture2D(uTexture, coords) * rain.y;
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// This is used to fade out the remaining trails in the end.
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float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
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@@ -207,7 +214,7 @@ if (utils.isInShellProcess()) {
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float rainAlpha = finalFade * rain.x;
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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vec2 pos = coords * vec2(uSizeX, uSizeY);
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rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
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rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
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rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
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@@ -223,7 +230,7 @@ if (utils.isInShellProcess()) {
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cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(text), 1);
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cogl_color_out = vec4(vec3(text), 1);
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// cogl_color_out = vec4(vec3(rain.x), 1);
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// cogl_color_out = vec4(vec3(rain.y), 1);
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}
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@@ -236,6 +243,8 @@ if (utils.isInShellProcess()) {
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_filters(
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0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR);
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pipeline.set_layer_texture(1, this._fontTexture.get_texture());
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this.set_uniform_value('uFontTexture', 1);
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super.vfunc_paint_target(node, paint_context);
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+5
-3
@@ -214,15 +214,17 @@ if (utils.isInShellProcess()) {
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * uProgress * 0.5;
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cogl_color_out = texture2D(uTexture, coords + offset);
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// Hide scratched out parts.
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cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
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// Add colorful flashes.
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1;
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if (flashIntensity < 0 || flashIntensity >= 1) {
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flashIntensity = 0;
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}
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flashIntensity *= cogl_color_out.a;
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// Hide scratched out parts.
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cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
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vec3 flashColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255}) * ${color.alpha / 255};
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