🔀 Merge pull request #493 from Schneegans/feature/new-effects

This commit is contained in:
Simon Schneegans
2025-02-15 06:45:09 +01:00
committed by GitHub
181 changed files with 3520 additions and 274 deletions
-5
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@@ -18,10 +18,6 @@ jobs:
steps:
- name: Checkout Repository
uses: actions/checkout@v4
- name: Download Clang-Format
run: |
sudo apt update -qq
sudo apt install clang-format -qq
- name: Run Clang-Format
run: scripts/clang-format.sh
- name: Compare Results
@@ -93,7 +89,6 @@ jobs:
- "39"
- "40"
- "41"
- "rawhide"
session:
- "gnome-xsession"
steps:
+1
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@@ -12,3 +12,4 @@
/resources/burn-my-windows.gresource.xml
kwin/_build
kwin/*.tar.gz
notes.md
+32 -24
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@@ -30,6 +30,7 @@ This extension is not only more useless than the cube, but it is also much more
| Effect | Preview |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- |
| **Apparition** <br> This effect hides your windows by violently sucking them into the void of magic! | <img src ="docs/pics/apparition.gif" /> |
| **Aura Glow** <br> A radiant edge-lit animation | <img src ="docs/pics/aura-glow.gif" /> |
| **Broken Glass** <br> Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! | <img src ="docs/pics/broken-glass.gif" /> |
| **Doom** <br> Melt your windows. Inspired by the legendary screen transitions of the original Doom. | <img src ="docs/pics/doom.gif" /> |
| **Energize A** <br> Beam your windows away! | <img src ="docs/pics/energize-a.gif" /> |
@@ -41,12 +42,15 @@ This extension is not only more useless than the cube, but it is also much more
| **Hexagon** <br> With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | <img src ="docs/pics/hexagon.gif" /> |
| **Incinerate** <br> A less snappy but definitely more fancy take on the fire effect. | <img src ="docs/pics/incinerate.gif" /> |
| **Matrix** <br> Turn your windows into a shower of green letters! The color is actually configurable. | <img src ="docs/pics/matrix.gif" /> |
| **Mushroom** <br> Inspired by your favorite italian plumber! | <img src ="docs/pics/mushroom.gif" /> |
| **Paint Brush** <br> Paint or erase your windows with a thick paint brush. | <img src ="docs/pics/paint-brush.gif" /> |
| **Pixelate** <br> Pixelate your windows and randomly hide pixels until the entire window is gone. | <img src ="docs/pics/pixelate.gif" /> |
| **Pixel Wheel** <br> This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | <img src ="docs/pics/pixel-wheel.gif" /> |
| **Pixel Wipe** <br> This effect pixelates the window and hides the pixels radially, starting from the pointer position. | <img src ="docs/pics/pixel-wipe.gif" /> |
| **Portal** <br> This ridiculous effect teleports your windows from and to alternative dimensions. It may resemble the portal from a well-known cartoon series... | <img src ="docs/pics/portal.gif" /> |
| **RGB Warp** <br> Red Blue and Green go bye bye. | <img src ="docs/pics/rgbwarp.gif" /> |
| **Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. | <img src ="docs/pics/snap.gif" /> |
| **TeamRocket** <br> ... is blasting off again! | <img src ="docs/pics/teamrocket.gif" /> |
| **T-Rex Attack** <br> Destroy your windows with a series of violent slashes! | <img src ="docs/pics/trex.gif" /> |
| **TV Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" /> |
| **TV Glitch** <br> This effect combines the Glitch and the TV Effect. | <img src ="docs/pics/tv-glitch.gif" /> |
@@ -61,32 +65,36 @@ Below is a table which summarizes the current availability for all effects.
<table width="100%">
<tr>
<td></td>
<td colspan="3"><strong>GNOME</strong></td>
<td colspan="4"><strong>GNOME</strong></td>
<td colspan="1"><strong>KWin</strong></td>
</tr>
<tr><td></td> <td>3.36</td> <td>3.38</td><td>40+</td><td>5.25.0+</td></tr>
<tr><td>Apparition</td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>Broken Glass</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>Doom</td> <td> </td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Energize A</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Energize B</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Fire</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Focus</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Glide</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Glitch</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Hexagon</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Incinerate</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Matrix</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>Paint Brush</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>Pixelate</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>TV Glitch</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Wisps</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td></td> <td>3.36</td> <td>3.38</td><td>40-44</td><td>45+</td><td>5.25.0+</td></tr>
<tr><td>Apparition</td> <td> </td> <td>✅</td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>Aura Glow</td> <td> </td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>Broken Glass</td> <td> </td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>Doom</td> <td> </td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Energize A</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Energize B</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Fire</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Focus</td> <td> </td> <td> </td> <td> </td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Glide</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Glitch</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Hexagon</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Incinerate</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Matrix</td> <td> </td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>Mushroom</td> <td> </td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>Paint Brush</td> <td> </td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>Pixelate</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>RGB Warp</td> <td> </td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>TeamRocket</td> <td> </td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
<tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>TV Glitch</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
<tr><td>Wisps</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
</table>
## 💞 Show that you love Burn-My-Windows!
+8
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@@ -9,8 +9,16 @@ SPDX-License-Identifier: CC-BY-4.0
**Release Date:** TBD
#### New Features
- **New Effect: Aura Glow!** This effect adds a glowing aura to your windows. Thanks to [@jgarza9788](https://github.com/jgarza9788) for this contribution!
- **New Effect: Mushroom!** This overly ridiculous effect is inspired by the animation of Super Mario when he eats a mushroom. Thanks again to [@jgarza9788](https://github.com/jgarza9788) for this contribution!
- **New Effect: RGB Warp!** This effect warps the colors of your windows separating the color channels. Thanks once more to [@jgarza9788](https://github.com/jgarza9788) for this contribution!
- **New Effect: Team Rocket!** Do you remember what happened when Team Rocket failed again? Thanks the fourth time to [@jgarza9788](https://github.com/jgarza9788) for this contribution!
#### Other Changes
- If after filtering the effects in the preferences dialog only one effect is left, the effect's settings are shown immediately.
- The fire of the Incinerate effect now propagates circularly. This makes the effect look more natural as it does not mimic the window's aspect ratio anymore. Thanks to [@rcmz](https://github.com/rcmz) for this contribution!
## [Burn My Windows 44](https://github.com/schneegans/Burn-My-Windows/releases/tag/v44)
+36
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@@ -394,3 +394,39 @@ make install && pkill -f '.Extensions' && sleep 2 ; gnome-extensions prefs burn-
That's it!
If you have any questions, feel free to [ask them on the discussions board](https://github.com/Schneegans/Burn-My-Windows/discussions).
If you are happy with your effect, submit a pull request, and it may get included in the next version!
## Install Dependencies (if needed)
the list below might not be 100% correct, please pull request if changes need to be made
### **Ubuntu**
```bash
sudo apt install make gettext libglib2.0-dev-bin clang-format
```
### **Fedora/RHEL**
```bash
sudo dnf install make gettext glib2-devel clang-format
```
### **Arch Linux**
```bash
sudo pacman -S base-devel gettext glib2 clang-format
```
### **openSUSE**
```bash
sudo zypper install make gettext-tools glib2-devel clang-format
```
### **Alpine Linux**
For minimal distributions like Alpine:
```bash
sudo apk add build-base gettext-dev glib-dev clang-format
```
### **Gentoo**
```bash
sudo emerge --ask sys-devel/make sys-devel/gettext dev-libs/glib clang-format
```
+9
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@@ -5,3 +5,12 @@ The preview GIFs are recorded with OBS Studio at 1920x1080, cut to a length of e
```bash
gifski --fps 30 -W 320 -H 180 -o effect.gif effect.mp4
```
# gif Info
GIF length: 2 second(s)
GIF width/height: 320×180 pixels
number of frames: 60
number of colors: 256
loop count: 0 (endless)
The animation should starts 1s into the gif.
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+11 -9
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@@ -23,6 +23,7 @@ import {WindowPicker} from './src/WindowPicker.js';
import * as utils from './src/utils.js';
import Apparition from './src/effects/Apparition.js';
import AuraGlow from './src/effects/AuraGlow.js';
import BrokenGlass from './src/effects/BrokenGlass.js';
import Doom from './src/effects/Doom.js';
import EnergizeA from './src/effects/EnergizeA.js';
@@ -34,18 +35,20 @@ import Glitch from './src/effects/Glitch.js';
import Hexagon from './src/effects/Hexagon.js';
import Incinerate from './src/effects/Incinerate.js';
import Matrix from './src/effects/Matrix.js';
import Mushroom from './src/effects/Mushroom.js';
import PaintBrush from './src/effects/PaintBrush.js';
import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
import PixelWipe from './src/effects/PixelWipe.js';
import Portal from './src/effects/Portal.js';
import RGBWarp from './src/effects/RGBWarp.js';
import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
import TeamRocket from './src/effects/TeamRocket.js';
import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
import TVGlitch from './src/effects/TVGlitch.js';
import Wisps from './src/effects/Wisps.js';
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js';
import {WindowPreview} from 'resource:///org/gnome/shell/ui/windowPreview.js';
@@ -71,14 +74,13 @@ export default class BurnMyWindows extends Extension {
// New effects must be registered here and in prefs.js.
this._ALL_EFFECTS = [
new Apparition(), new BrokenGlass(), new Doom(),
new EnergizeA(), new EnergizeB(), new Fire(),
new Focus(), new Glide(), new Glitch(),
new Hexagon(), new Incinerate(), new Matrix(),
new PaintBrush(), new Pixelate(), new PixelWheel(),
new PixelWipe(), new Portal(), new SnapOfDisintegration(),
new TRexAttack(), new TVEffect(), new TVGlitch(),
new Wisps(),
new Apparition(), new AuraGlow(), new BrokenGlass(), new Doom(),
new EnergizeA(), new EnergizeB(), new Fire(), new Focus(),
new Glide(), new Glitch(), new Hexagon(), new Incinerate(),
new Matrix(), new PaintBrush(), new Pixelate(), new PixelWheel(),
new PixelWipe(), new Portal(), new RGBWarp(), new SnapOfDisintegration(),
new TeamRocket(), new TRexAttack(), new TVEffect(), new TVGlitch(),
new Wisps(), new Mushroom()
];
// Load all of our resources.
+13 -17
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@@ -1,19 +1,15 @@
{
"uuid": "burn-my-windows@schneegans.github.com",
"description": "Disintegrate your windows with style.",
"name": "Burn My Windows",
"donations": {
"kofi": "schneegans",
"github": "schneegans",
"paypal": "simonschneegans"
},
"gettext-domain": "burn-my-windows",
"settings-schema": "org.gnome.shell.extensions.burn-my-windows",
"shell-version": [
"45",
"46",
"47"
],
"url": "https://github.com/Schneegans/Burn-My-Windows",
"version": 45
"uuid": "burn-my-windows@schneegans.github.com",
"description": "Disintegrate your windows with style.",
"name": "Burn My Windows",
"donations": {
"kofi": "schneegans",
"github": "schneegans",
"paypal": "simonschneegans"
},
"gettext-domain": "burn-my-windows",
"settings-schema": "org.gnome.shell.extensions.burn-my-windows",
"shell-version": ["45", "46", "47"],
"url": "https://github.com/Schneegans/Burn-My-Windows",
"version": 45
}
+34 -14
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@@ -24,6 +24,7 @@ import * as utils from './src/utils.js';
import {ProfileManager} from './src/ProfileManager.js';
import Apparition from './src/effects/Apparition.js';
import AuraGlow from './src/effects/AuraGlow.js';
import BrokenGlass from './src/effects/BrokenGlass.js';
import Doom from './src/effects/Doom.js';
import EnergizeA from './src/effects/EnergizeA.js';
@@ -35,12 +36,15 @@ import Glitch from './src/effects/Glitch.js';
import Hexagon from './src/effects/Hexagon.js';
import Incinerate from './src/effects/Incinerate.js';
import Matrix from './src/effects/Matrix.js';
import Mushroom from './src/effects/Mushroom.js';
import PaintBrush from './src/effects/PaintBrush.js';
import Pixelate from './src/effects/Pixelate.js';
import PixelWheel from './src/effects/PixelWheel.js';
import PixelWipe from './src/effects/PixelWipe.js';
import Portal from './src/effects/Portal.js';
import RGBWarp from './src/effects/RGBWarp.js';
import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
import TeamRocket from './src/effects/TeamRocket.js';
import TRexAttack from './src/effects/TRexAttack.js';
import TVEffect from './src/effects/TVEffect.js';
import TVGlitch from './src/effects/TVGlitch.js';
@@ -71,10 +75,15 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
// New effects must be registered here and in extension.js.
this._ALL_EFFECTS = [
Apparition, BrokenGlass, Doom, EnergizeA, EnergizeB, Fire,
Focus, Glide, Glitch, Hexagon, Incinerate, Matrix,
PaintBrush, Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration,
TRexAttack, TVEffect, TVGlitch, Wisps,
Apparition, AuraGlow, BrokenGlass,
Doom, EnergizeA, EnergizeB,
Fire, Focus, Glide,
Glitch, Hexagon, Incinerate,
Matrix, Mushroom, PaintBrush,
Pixelate, PixelWheel, PixelWipe,
Portal, RGBWarp, SnapOfDisintegration,
TeamRocket, TRexAttack, TVEffect,
TVGlitch, Wisps,
];
@@ -183,22 +192,33 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
this._searchEntry.connect('search-changed', () => {
const query = this._searchEntry.get_text().toLowerCase();
this._effectRows.forEach(er => {
// If only one effect is left, we will expand it automatically.
let lastRow = null;
let numRows = 0;
this._effectRows.forEach(row => {
row.set_expanded(false);
if (query === '') {
er.show(); // Show all effects if query is empty
row.show(); // Show all effects if query is empty
} else {
// Show or hide each effect based on query match
const showEffect = er.name.toLowerCase().includes(query);
showEffect ? er.show() : er.hide();
const showEffect = row.name.toLowerCase().includes(query);
// TODO
// maybe add a fuzzy search later
/*
const showEffect = utils.fuzzyMatch(er.name.toLowerCase(),
query.toLowerCase()); showEffect ? er.show() : er.hide();
*/
if (showEffect) {
row.show();
lastRow = row;
numRows++;
} else {
row.hide();
}
}
});
// If only one effect is left, we expand it automatically.
if (numRows === 1) {
lastRow.set_expanded(true);
}
});
// Then add a preferences group for the effect expander rows.
+117
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@@ -0,0 +1,117 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza <JGarza9788@gmail.com>
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
uniform float uColorSpeed;
uniform bool uRandomColorOffset;
uniform float uColorOffset;
uniform float uColorSaturation;
uniform float uBlur;
uniform vec2 uSeed;
uniform float uEdgeSize;
uniform float uEdgeHardness;
void main() {
// We simply inverse the progress for opening windows.
float progress = uForOpening ? uProgress : 1.0 - uProgress;
// Map UV to window content (without the shadow padding).
vec2 uv = (iTexCoord.st - 0.5) * uSize / (vec2(1.0) - vec2(uPadding * 2.0) / uSize);
uv = uv / uSize + 0.5;
// We want the shapes of the masks at the end of the animation to have a 1:1 aspect
// ratio. For this, we scale the UV coordinates based on the aspect ratio of the window
// and later blend between the original UV and the 1:1 UV based on the progress.
vec2 oneToOneUV = uv;
oneToOneUV -= 0.5;
if (uSize.x > uSize.y) {
oneToOneUV.y *= uSize.y / uSize.x;
} else {
oneToOneUV.x *= uSize.x / uSize.y;
}
oneToOneUV += 0.5;
uv = mix(oneToOneUV, uv, progress);
// This blends between a square-shaped gradient towards the window edges and a circular
// gradient.
float shape = mix(2.0, 100.0, pow(progress, 5.0));
float gradient = pow(abs(uv.x - 0.5) * 2.0, shape) + pow(abs(uv.y - 0.5) * 2.0, shape);
gradient += simplex2D((iTexCoord + uSeed)) * 0.5;
// This mask is used for the color overlay.
float glowMask = (progress - gradient) / mix(uEdgeSize, 0.5, progress);
glowMask = 1.0 - clamp(glowMask - progress, 0.0, 1.0);
// Quickly fade out the glow mask at the end of the animation.
glowMask *= easeOutSine(min(1.0, (1.0 - progress) * 4.0));
// Get the color from the window texture. We gradually blur the input color based on
// the progress of the animation. We also slightly scale the UV coordinates to make
// the window scale up during the animation.
vec2 windowUV = (iTexCoord.st - 0.5) * mix(1.1, 1.0, easeOutCubic(progress)) + 0.5;
vec4 windowColor;
if (uBlur > 0.0) {
windowColor = getBlurredInputColor(windowUV, (1.0 - progress) * uBlur, 3.0);
} else {
windowColor = getInputColor(windowUV);
}
glowMask *= windowColor.a;
vec3 glowColor = cos(progress * uColorSpeed + uv.xyx + vec3(0, 2, 4)).xyz;
float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset;
glowColor = offsetHue(glowColor, colorOffset + 0.1);
glowColor = clamp(glowColor * uColorSaturation, vec3(0.0), vec3(1.0));
windowColor.rgb += glowColor * glowMask;
// To make this look better on light themes, we also add some color non-additively.
windowColor = alphaOver(windowColor, vec4(glowColor, glowMask * 0.2));
// A mask which will crop the window gradually into a circle.
float softCrop = 1.0 - smoothstep(progress - 0.5, progress + 0.5, gradient);
float hardCrop = 1.0 - smoothstep(progress - 0.05, progress + 0.05, gradient);
float cropMask = mix(softCrop, hardCrop, uEdgeHardness);
// Quickly fade in the alpha mask at the beginning of the animation.
cropMask *= easeInSine(min(1.0, progress * 2.0));
// Quickly fade out the alpha mask at the end of the animation.
cropMask = max(cropMask, 1.0 - easeOutSine(min(1.0, (1.0 - progress) * 4.0)));
windowColor.a *= cropMask;
setOutputColor(windowColor);
}
+251 -1
View File
@@ -153,6 +153,35 @@ void setOutputColor(vec4 outColor) { cogl_color_out = outColor; }
#endif // -------------------------------------------------------------------------------
// A simple blur function
vec4 getBlurredInputColor(vec2 uv, float radius, float samples) {
// Initialize the color accumulator to zero.
vec4 color = vec4(0.0);
// Define a constant for 2 * PI (tau), which represents a full circle in radians.
const float tau = 6.28318530718;
// Number of directions for sampling around the circle.
const float directions = 15.0;
// Outer loop iterates over multiple directions evenly spaced around a circle.
for (float d = 0.0; d < tau; d += tau / directions) {
// Inner loop samples along each direction, with decreasing intensity.
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
// Calculate the offset for this sample based on direction, radius, and step.
// The (1.0 - s) term ensures more sampling occurs closer to the center.
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
// Add the sampled color at the offset position to the accumulator.
color += getInputColor(uv + offset);
}
}
// Normalize the accumulated color by dividing by the total number of samples
// and directions to ensure the result is averaged.
return color / samples / directions;
}
// ----------------------------------------------------------------- compositing operators
// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
@@ -185,6 +214,54 @@ vec3 darken(vec3 color, float fac) { return color * (1.0 - fac); }
// color will be white.
vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; }
// change the color based on an offset amount
vec3 offsetHue(vec3 color, float hueOffset) {
// Convert RGB to HSV
float maxC = max(max(color.r, color.g), color.b);
float minC = min(min(color.r, color.g), color.b);
float delta = maxC - minC;
float hue = 0.0;
if (delta > 0.0) {
if (maxC == color.r) {
hue = mod((color.g - color.b) / delta, 6.0);
} else if (maxC == color.g) {
hue = (color.b - color.r) / delta + 2.0;
} else {
hue = (color.r - color.g) / delta + 4.0;
}
}
hue /= 6.0;
float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0;
float value = maxC;
// Offset the hue
hue = mod(hue + hueOffset, 1.0);
// Convert HSV back to RGB
float c = value * saturation;
float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0));
float m = value - c;
vec3 rgb;
if (hue < 1.0 / 6.0) {
rgb = vec3(c, x, 0.0);
} else if (hue < 2.0 / 6.0) {
rgb = vec3(x, c, 0.0);
} else if (hue < 3.0 / 6.0) {
rgb = vec3(0.0, c, x);
} else if (hue < 4.0 / 6.0) {
rgb = vec3(0.0, x, c);
} else if (hue < 5.0 / 6.0) {
rgb = vec3(x, 0.0, c);
} else {
rgb = vec3(c, 0.0, x);
}
return rgb + m;
}
// ---------------------------------------------------------------------- easing functions
// Here are some basic easing function. More can be added if required!
@@ -202,6 +279,121 @@ float easeOutBack(float x, float e) {
return p * p * ((e + 1.0) * p + e) + 1.0;
}
// https://easings.net/
/*
Easing functions define the rate of change of a parameter over time, commonly used in
animations, UI transitions, and game development. They provide a way to make movements
more natural or visually appealing rather than linear and mechanical. Popular categories
of easing functions include:
Linear: Constant speed from start to finish.
Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts
or stops. Cubic: Similar to quadratic but allows for even more nuanced transitions.
Exponential: Drastic changes at the start or end, often used for dramatic effects.
Bounce: Mimics a bouncing object with oscillations.
Elastic: Simulates the behavior of a spring, with overshooting and oscillations.
Below are text-based "graphs" of some easing functions, where the horizontal axis
represents time and the vertical axis represents progress.
*/
// Quadratic Easing
// Smooth acceleration and deceleration using quadratic (t^2) curves.
float easeInOutQuad(float t) {
// Accelerates for the first half, decelerates for the second half.
return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t;
}
// Cubic Easing
// Smoother transitions compared to quadratic easing using cubic (t^3) curves.
float easeInCubic(float t) {
// Starts slow and accelerates as t increases.
return t * t * t;
}
float easeOutCubic(float t) {
// Starts fast and decelerates as t approaches 1.0.
float f = t - 1.0;
return f * f * f + 1.0;
}
float easeInOutCubic(float t) {
// Combines easeIn and easeOut cubic behavior for smooth transitions.
return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0;
}
// Quartic Easing
// Even smoother transitions than cubic, using quartic (t^4) curves.
float easeInQuart(float t) {
// Starts very slow and accelerates steeply.
return t * t * t * t;
}
float easeOutQuart(float t) {
// Starts steeply and slows down dramatically.
float f = t - 1.0;
return 1.0 - f * f * f * f;
}
float easeInOutQuart(float t) {
// Combines easeIn and easeOut quartic behavior for very smooth transitions.
return t < 0.5 ? 8.0 * t * t * t * t
: 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0);
}
// Sine Easing
// Smooth, wave-like acceleration and deceleration using sine curves.
float easeInSine(float t) {
// Starts very slow, following a sine wave curve.
return 1.0 - cos((t * 3.141592653589793) / 2.0);
}
float easeOutSine(float t) {
// Starts fast and slows down following a sine wave curve.
return sin((t * 3.141592653589793) / 2.0);
}
float easeInOutSine(float t) {
// Smooth start and end, mimicking half a sine wave.
return -0.5 * (cos(3.141592653589793 * t) - 1.0);
}
// Exponential Easing
// Sharp transitions with rapid acceleration and deceleration.
float easeInExpo(float t) {
// Very slow start, accelerates exponentially.
return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0));
}
float easeOutExpo(float t) {
// Starts fast and slows down exponentially.
return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
}
float easeInOutExpo(float t) {
// Combines easeIn and easeOut exponential for sharp transitions.
if (t == 0.0) return 0.0;
if (t == 1.0) return 1.0;
return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0)
: 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0);
}
// Back Easing
// Creates an overshooting effect for more dynamic animations.
float easeInOutBack(float t) {
// Uses constants to define the overshooting magnitude.
const float c1 = 1.70158;
const float c2 = c1 * 1.525;
return t < 0.5
? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0
: (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0;
}
// --------------------------------------------------------------------- edge mask helpers
// This method returns a mask which smoothly transitions towards zero when approaching
@@ -225,7 +417,7 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
// the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding.
// This means that the fading zone is not actually at the actors boundaries but at the
// position of the window border in the texture.
// The offset paramter controls whether the fading is placed inside the window borders
// The offset parameter controls whether the fading is placed inside the window borders
// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
// (offset = 1).
float getAbsoluteEdgeMask(float fadePixels, float offset) {
@@ -269,6 +461,12 @@ vec2 rotate(vec2 a, float angle) {
return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
}
// rotates a given 2d vector, around a given center (angle is in radians)
vec2 rotate(vec2 a, float angle, vec2 center) {
return vec2(cos(angle) * (a.x - center.x) + sin(angle) * (a.y - center.y) + center.x,
cos(angle) * (a.y - center.y) - sin(angle) * (a.x - center.x) + center.y);
}
// --------------------------------------------------------------------------------- noise
// These noise algorithms are based on implementations by various authors from
@@ -470,3 +668,55 @@ float simplex3DFractal(vec3 m) {
return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) +
0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m);
}
// --------------------------------------------------------------------------------- remap
/*
These functions remap a given value from one range to another.
The remap operation is particularly useful in shader programming
to scale or normalize data, ensuring compatibility across various
input ranges. Each version of the remap function supports a
different data type:
1. float: Remap a single scalar value.
2. vec2: Remap a 2D vector.
3. vec3: Remap a 3D vector.
4. vec4: Remap a 4D vector.
The general formula used is:
newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin)
This ensures a linear transformation from the old range to the new range.
*/
// Remap for float
// Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax].
// This is useful for normalizing or scaling scalar values to fit within a desired range.
float remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMax);
}
// Remap for vec2
// Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin,
// newMax]. Each component of the vec2 is individually scaled and transformed.
vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) {
return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMax);
}
// Remap for vec3
// Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin,
// newMax]. Each component of the vec3 is individually scaled and transformed.
vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) {
return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMax);
}
// Remap for vec4
// Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin,
// newMax]. Each component of the vec4 is individually scaled and transformed.
vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) {
return clamp(newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), newMin,
newMax);
}
+17 -36
View File
@@ -30,57 +30,38 @@
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
// Ease-in-out cubic for alpha
float easeInOutCubic(float x) {
return x < 0.5 ? 4.0 * x * x * x : 1.0 - pow(-2.0 * x + 2.0, 3.0) / 2.0;
}
// Ease-in-out sine for blur
float easeInOutSine(float x) {
return -(cos(3.14159265 * x) - 1.0) / 2.0;
}
// A simple blur function
vec4 blur(vec2 uv, float radius, float samples) {
vec4 color = vec4(0.0);
const float tau = 6.28318530718;
const float directions = 15.0;
for (float d = 0.0; d < tau; d += tau / directions) {
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
color += getInputColor(uv + offset);
}
}
return color / samples / directions;
}
// The width of the fading effect is loaded from the settings.
uniform float uBlurAmount;
uniform float uBlurQuality;
void main() {
// Calculate the progression value based on the animation direction.
// If opening, use uProgress as-is; if closing, invert the progression.
float progl = uForOpening ? uProgress : 1.0 - uProgress;
float easedProgressBlur = easeInOutSine(progl); // Blur easing
float easedProgressAlpha = easeInOutCubic(progl); // Alpha easing
// Apply easing functions to the progression value:
// - easedProgressBlur: Used for controlling the blur effect smoothly.
// - easedProgressAlpha: Used for controlling the alpha (opacity) transition.
float easedProgressBlur = easeInOutSine(progl); // Sine-based smooth easing for blur.
float easedProgressAlpha = easeInOutCubic(progl); // Cubic-based smooth easing for alpha.
// Control blur amount using easedProgressBlur
// Calculate the blur amount by interpolating (mixing) between the maximum blur (uBlurAmount)
// and zero blur based on the eased progression value.
float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur);
// Apply blur
vec4 texColor = blur( iTexCoord.st, blurAmount, uBlurQuality);
// Apply the calculated blur effect to the texture at the current texture coordinates.
// The blur function uses the blur amount and quality (uBlurQuality) for sampling.
vec4 texColor = getBlurredInputColor(iTexCoord.st, blurAmount, uBlurQuality);
// Control alpha using easedProgressAlpha
// Calculate the alpha value for the transition using eased progress.
// This determines how transparent the final color will appear.
float alpha = easedProgressAlpha;
// Set final color with alpha transition
// Apply the alpha transition to the final texture color.
// Multiply the texture's alpha channel by the computed alpha value.
texColor.a *= alpha;
// Output the final color with the applied blur and alpha transition.
setOutputColor(texColor);
}
+403
View File
@@ -0,0 +1,403 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
// The width of the fading effect is loaded from the settings.
// use 8BitStyle or not (sliding scale)
uniform float uScaleStyle;
// these are for the sparks
uniform float uSparkCount;
uniform vec4 uSparkColor;
uniform float uSparkRotation;
// these are for the Rays
uniform vec4 uRaysColor;
// these are for the stars
uniform float uRingCount;
uniform float uRingRotation;
uniform float uStarCount;
// and the colors they change over time
uniform vec4 uStarColor0;
uniform vec4 uStarColor1;
uniform vec4 uStarColor2;
uniform vec4 uStarColor3;
uniform vec4 uStarColor4;
uniform vec4 uStarColor5;
// seed
uniform vec2 uSeed;
// helps to find the angle
vec3 getPosByAngle(float angle) { return vec3(cos(angle), sin(angle), 0); }
// gets the mask of a Star
float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size,
float rotation) {
float radiusMax = 1.0;
float radiusMin = radiusMax * radiusRatio;
float PI = 3.1415926;
float starangle = 2.0 * PI / npoints; // Angle between points on the star
// Offset rotation to ensure one point is always up when rotation = 0
rotation += PI / 2.0 - starangle / 1.0;
// Define the positions for the outer and inner points of the star's initial angle,
// rotated by `rotation`
vec3 p0 =
(radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
vec3 p1 = (radiusMin * size) *
getPosByAngle(starangle + rotation); // Inner point, also rotated
// Calculate the position of the current fragment relative to the star's center
vec2 curPosuv =
(uv - center); // Center UV coordinates, then scale to fit the star size
float curRadius = length(curPosuv); // Radius from center, no need to scale further
float curPosAngle =
atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
// Determine the fractional position within the current star segment
float a =
fract(curPosAngle / starangle); // Fractional angle position within one segment
if (a >= 0.5)
a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
// Calculate the current point on the star segment, applying rotation
a = a * starangle; // Actual angle for this position on the segment
vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
// Calculate directions for edge detection using cross product
vec3 dir0 = p1 - p0; // Vector from outer to inner point
vec3 dir1 = curPos - p0; // Vector from outer point to current position
// Use cross product to determine if `curPos` is inside the star's edge
return step(0.0,
cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
}
// use to scale the window
vec2 scaleUV(vec2 uv, vec2 scale) {
// Put texture coordinate origin to center of window.
uv = uv * 2.0 - 1.0;
// scale
uv /= mix(vec2(1.0, 1.0), vec2(0.0, 0.0), scale);
// scale from center
uv = uv * 0.5 + 0.5;
return uv;
}
// this returns the Spark
float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) {
brightness = clamp(brightness, 0.001, 1.0);
size = clamp(size, 0.001, 1.0);
float bn = mix(0.0, 0.07, brightness); // recalculate size
uv = (uv + vec2(0.5));
uv = (uv - center); // Center UV coordinates, then scale to fit the star size
uv = scaleUV(uv, vec2(1.0 - size));
uv = rotate(uv, rotation, vec2(0.5)); // rotate the UV
// this is basically the brightness
float p = mix(-1.0, 1000.0, easeInExpo(bn));
float m =
mix(0.0, 1.0,
clamp(pow(abs(uv.x - 0.5) * 2.0, p) + pow(abs(uv.y - 0.5) * 2.0, p), 0.0, 1.0));
float mask = easeInSine(1.0 - (m - bn)) - 0.004;
mask = clamp(mask, 0.0, 1.0);
return mask;
}
// returns the star's color
vec4 getStarColor(float v, float alpha) {
// Clamp v to ensure it's in [0.0, 1.0]
v = clamp(v, 0.0, 1.0);
// Define steps for color interpolation
float steps[6];
steps[0] = 0.0;
steps[1] = 0.1666;
steps[2] = 0.3332;
steps[3] = 0.4998;
steps[4] = 0.6664;
steps[5] = 0.8330;
// Define color values
vec4 colors[6];
colors[0] = uStarColor0;
colors[1] = uStarColor1;
colors[2] = uStarColor2;
colors[3] = uStarColor3;
colors[4] = uStarColor4;
colors[5] = uStarColor5;
// Assign alpha values
for (int i = 0; i < 6; ++i) {
colors[i].a = alpha * colors[i].a;
}
// Handle edge cases
if (v <= steps[0]) {
return colors[0];
}
if (v >= steps[5]) {
return colors[5];
}
// Find the correct interpolation segment
for (int i = 0; i < 5; ++i) {
if (v <= steps[i + 1]) {
float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
return mix(colors[i], colors[i + 1], t);
}
}
// Fallback (should never be reached)
return vec4(0.0, 0.0, 0.0, 1.0);
}
// 1| __________
// | / \
// | / \
// | / \
// |/ \
// 0|0.................1
/*
graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/
float zeroStartEnd(float t, float max_size, float power) {
float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
s = clamp(s, 0.0, 1.0) * max_size;
return s;
}
// this gives us the jerky 8bit growth effect.
float eightBitScale(float progress) {
float scale = 1.0;
if (progress <= 0.1) {
scale = 0.25;
} else if (progress <= 0.2) {
scale = 0.5;
} else if (progress <= 0.3) {
scale = 0.25;
} else if (progress <= 0.4) {
scale = 0.5;
} else if (progress <= 0.5) {
scale = 0.25;
} else if (progress <= 0.6) {
scale = 0.5;
} else if (progress <= 0.7) {
scale = 1.0;
} else if (progress <= 0.8) {
scale = 0.25;
} else if (progress <= 0.9) {
scale = 0.5;
}
return scale;
}
// gets all the sparks
vec4 getSparks(float progress) {
// the UV for this function
float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect, 1.0);
// this will be the result to return
vec4 result = vec4(0.0);
// 0 at the edges
float xEdge = -1.0 * pow((uv.x - (aspect * 0.5)) / (aspect * 0.5), 8.0) + 1.0;
xEdge = clamp(xEdge, 0.0, 1.0);
// declare some variables before the loop
vec2 h = vec2(0.0);
float y = 0.0;
float x = 0.0;
// loop for each spart
for (float xusp = 0.0; xusp < uSparkCount; ++xusp) {
// calculate some variables
h = hash21(xusp + uSeed.x);
y = mix(0.0 - h.y, 1.0 + (1.0 - h.y), progress);
y = clamp(y, 0.0, 1.0);
x = 0.66 * sin(h.x * 6.28);
x += 0.5 * aspect;
// here we get the mask for the spark
float a4ps = getSpark(uv, vec2(x, y), // position (x, y)
zeroStartEnd(y, 1.0, 4.0) * xEdge, // Brightness
zeroStartEnd(y, 0.5, 4.0) * xEdge, // Size
progress * 6.28 * float(uSparkRotation) // rotation
);
// set it to the results
result = alphaOver(
result, vec4(uSparkColor.r, uSparkColor.g, uSparkColor.b, uSparkColor.a * a4ps));
}
// and we are returning the result
return result;
}
// gets the Rays
vec4 getRays(float progress) {
// create the UV for it
vec2 rayUV = iTexCoord.st;
rayUV *= vec2(10.0, 0.5);
rayUV.y += progress * -1.0;
rayUV.x += uSeed.y;
// gets the ray
float ray = simplex2D(rayUV);
// 0 around the edges
ray *= zeroStartEnd(iTexCoord.t, 1.0, 8.0);
ray *= zeroStartEnd(iTexCoord.s, 1.0, 8.0);
// 0 at the begining and end of the animation
ray *= zeroStartEnd(progress, 1.0, 8.0);
// adjust the numbers and clamp
ray = remap(ray * 1.10, 0.0, 1.0, -5.0, 1.0);
float alpha = clamp(uRaysColor.a * ray, 0.0, 1.0);
// return
return vec4(uRaysColor.r, uRaysColor.g, uRaysColor.b, alpha);
}
// returns the stars
vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha) {
// this will be the result to return
vec4 result = vec4(0.0);
vec2 h = vec2(0.0);
float y = 0.0;
// for each ring
for (float r = 0.0; r < uRingCount; ++r) {
float spread = r * (1.0 / uRingCount);
y = mix(0.0 - spread, 1.0 + (1.0 - spread), 1.0 - progress);
y = clamp(y, 0.00001, 0.99999);
// each star in each ring
for (float s = 0.0; s < uStarCount; ++s) {
// this returns a Star
float a5ps =
getStar(starUV,
vec2(sin(progress * uRingRotation * 6.28 + (s * (6.28 / uStarCount))) *
aspect * 0.33,
y), // position (x, y)
5.0, // nPoints
0.5, // radiusRatio
zeroStartEnd(y, 0.1, 2.0), // Size
0.0 // rotation
);
a5ps = clamp(a5ps, 0.0, 1.0);
// //put the star in back or the front of the window
float depth = cos(progress * uRingRotation * 6.28 + (s * (6.28 / uStarCount)));
// if we want the star behind or infront of the window
if (depth < 0.0) {
result = alphaOver(result, getStarColor(y, a5ps));
} else {
result = alphaOver(getStarColor(y, a5ps) * (1.0 - oColorAlpha), result);
}
}
}
// and we are returning the result
return result;
}
void main() {
// Calculate the animation progress, flipping direction if opening
// 'uProgress' varies from 0 to 1, depending on the animation phase
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Initialize the output color to fully transparent black
vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0);
// get scales
float scale8bit = eightBitScale(progress);
vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress));
vec2 fscale = mix(vec2(scale8bit), scaleV2, uScaleStyle);
// Fetch the color based on the scaled texture coordinates
oColor = getInputColor(scaleUV(iTexCoord.st, fscale));
// Store the alpha value of the fetched color for later use
float oColorAlpha = oColor.a;
// Calculate the aspect ratio of the render area
float aspect = uSize.x / uSize.y;
// Transform UV coordinates for star effects
// starUV.x [-0.5 , 0.5]
// starUV.y [1.0 , 0.0]
vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0);
// If four-point stars are enabled, overlay them on the current color
if (uSparkCount > 0.0) {
oColor = alphaOver(oColor, getSparks(progress));
}
// If rays are enabled, overlay them on the current color
if (uRaysColor.a > 0.0) {
oColor = alphaOver(oColor, getRays(progress));
}
// If five-point stars are enabled, overlay them using stored alpha
if (uRingCount > 0.0 && uStarCount > 0.0) {
oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha));
}
// Set the final output color to the computed value
setOutputColor(oColor);
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
uniform float uBrightness;
uniform float uSpeedR;
uniform float uSpeedG;
uniform float uSpeedB;
float FadeInOut(float t, float power) {
float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
s = clamp(s, 0.0, 1.0);
return s;
}
void main() {
// Calculate the progression value based on the animation direction.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Percentage of the progress time which is spent until all pixels start moving up.
float minSpeed = min(uSpeedR, min(uSpeedG, uSpeedB));
float waveTime = mix(0.1, 0.9, minSpeed);
float waveProgress = progress / waveTime;
// Gradient from top to bottom (0 at top, 1 at bottom).
float t = iTexCoord.t;
// Calculate the vertical wave offset.
float offset = max(waveProgress - t, 0.0);
offset /= (1.0 / waveTime) - 1.0;
offset *= (1.0 - waveTime);
vec4 colorR = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedR - minSpeed + 1.0)));
vec4 colorG = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedG - minSpeed + 1.0)));
vec4 colorB = getInputColor(iTexCoord + vec2(0.0, offset * (uSpeedB - minSpeed + 1.0)));
vec4 oColor =
vec4(colorR.r, colorG.g, colorB.b, (colorR.a + colorG.a + colorB.a) / 3.0);
oColor.rgb *= mix(1.0, uBrightness, FadeInOut(progress, 4));
oColor.a *= getRelativeEdgeMask(0.1);
setOutputColor(oColor);
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
// The content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow
// is drawn). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
// window time ... how we split the time between the window and the sparkle/star
uniform float uWT;
uniform float uXpos; // the Xposition of the star
uniform float uYpos; // the Yposition of the star
uniform float uSparkleRot; // the rotation of the star
uniform float uSparkleSize; // the size of the star
uniform bool uWinRot; // window rotation... but it's more of a warp
uniform vec2 uSeed; // and random numbers
// Used to scale the window.
vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset) {
// Put texture coordinate origin to center of window.
uv -= centerOffset;
uv = uv * 2.0 - 1.0;
// scale
uv /= mix(vec2(1.0, 1.0), vec2(0.0, 0.0), scale);
// scale from center
uv = uv * 0.5 + 0.5;
return uv;
}
// This returns the Spark.
float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) {
brightness = clamp(brightness, 0.001, 1.0);
size = clamp(size, 0.001, 1.0);
float bn = mix(0.0, 0.07, brightness); // recalculate size
uv = (uv + vec2(0.5)); // set center
uv = (uv - center); // Center UV coordinates, then scale to fit the star size
uv = scaleUV(uv, vec2(1.0 - size), vec2(0.0));
uv = rotate(uv, rotation, vec2(0.5)); // rotate the UV
// this is basically the brightness
float p = mix(-1.0, 1000.0, easeInExpo(bn));
float m =
mix(0.0, 1.0,
clamp(pow(abs(uv.x - 0.5) * 2.0, p) + pow(abs(uv.y - 0.5) * 2.0, p), 0.0, 1.0));
// calcuate and return this mask
float mask = easeInSine(1.0 - (m - bn)) - 0.004;
mask = clamp(mask, 0.0, 1.0);
return mask;
}
// fades out at 0 and 1 ...based on the power
// 1| __________
// | / \
// | / \
// | / \
// | / \
// 0| 0.................1
/*
graph above ... where t is close to 0, or 1 the result will fade to zero
i.e. this is just the function of power(x,p) shifted
where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
*/
float fadeInOut(float t, float power) {
float s = -1.0 * pow((t - 0.5) / (0.5), power) + 1.0;
s = clamp(s, 0.0, 1.0);
return s;
}
// 2x pi ... don't think too much about it
float TAU = 6.28;
void main() {
// Calculate the progression value based on the animation direction.
// If opening, use uProgress as-is; if closing, invert the progression.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Scale progress ... the first half of the animation.
float scalep = remap(progress, 0.0, uWT + 0.1, 0.0, 1.0);
scalep = easeOutQuad(scalep);
// Sparkle progress ... the second half of the animation.
float sparkp = remap(progress, uWT - 0.1, 1.0, 0.0, 1.0);
sparkp = easeInOutSine(sparkp);
// This is the offset of the window... don't let them go too far each way.
vec2 offset = vec2(uXpos, uYpos * -1.0) * 0.20;
vec2 scaleOffset = mix(vec2(0.0), vec2(uXpos, uYpos * -1.0) * 0.50, scalep);
// the UV for this function
float aspect = uSize.x / uSize.y;
vec2 uv = iTexCoord.st * vec2(aspect, 1.0);
// get and adjust
vec2 uv2 = iTexCoord.st;
uv2 = uv2 * 2.0 - 1.0;
uv2 -= (scaleOffset / vec2(aspect, 1.0)) * scalep;
uv2 /= 1.0 - scalep;
// Rotation and if we are gonna rotate or not.
vec3 rot = vec3(0.0);
if (uWinRot) {
rot = hash32(uSeed);
rot *= 2.0;
rot -= 1.0;
rot *= 0.1;
}
// Rotate around x, y , and z.
uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep);
uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep);
uv2 = rotate(uv2, rot.z * TAU * scalep);
// re-center
uv2 = uv2 * 0.5 + 0.5;
// Get the sparkle.
float size = mix(25.0, 50.0, uSparkleSize);
float sparkle =
getSpark(uv, offset + vec2(0.5 * aspect, 0.5), fadeInOut(sparkp, 2) * uSparkleSize,
fadeInOut(sparkp, 2) * size, sparkp * TAU * float(uSparkleRot));
// Fade out at the edges.
sparkle *= fadeInOut(iTexCoord.t, 8);
sparkle *= fadeInOut(iTexCoord.s, 8);
// Combine the final color.
vec4 oColor = getInputColor(uv2);
oColor = alphaOver(oColor, vec4(1.0, 1.0, 1.0, sparkle));
setOutputColor(oColor);
}
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<?xml version="1.0" encoding="UTF-8"?>
<!--
SPDX-FileCopyrightText: Justin Garza <JGarza9788@gmail.com>
SPDX-License-Identifier: GPL-3.0-or-later
-->
<interface domain="burn-my-windows">
<object class="AdwExpanderRow" id="aura-glow-prefs">
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Animation Time [ms]</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-animation-time">
<property name="upper">3000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-animation-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Random Color</property>
<property name="activatable-widget">aura-glow-random-color</property>
<child>
<object class="GtkSwitch" id="aura-glow-random-color">
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-random-color">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow" id="aura-glow-action-row">
<property name="title" translatable="yes">Start Color Hue</property>
<child>
<object class="GtkScale" id="aura-glow-color-offset-scale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-color-offset">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">0.33</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-color-offset">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Color Speed</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-color-speed">
<property name="upper">5.0</property>
<property name="lower">-5.0</property>
<property name="step-increment">0.25</property>
<property name="page-increment">1.0</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-color-speed">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Color Saturation</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-color-saturation">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.10</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-color-saturation">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Edge Size</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-edge-size">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.05</property>
<property name="page-increment">0.10</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-edge-size">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Edge Hardness</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-edge-hardness">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.10</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-edge-hardness">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Blur Amount</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="aura-glow-blur">
<property name="upper">30.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.50</property>
<property name="page-increment">1.00</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-aura-glow-blur">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</interface>
+439
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<?xml version="1.0" encoding="UTF-8"?>
<!--
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
SPDX-License-Identifier: GPL-3.0-or-later
-->
<interface domain="burn-my-windows">
<!-- Main container for the mushroom preferences section -->
<object class="AdwExpanderRow" id="mushroom-prefs">
<!-- Animation Time Adjustment Section -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Animation Time [ms]</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-animation-time">
<property name="upper">5000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-animation-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Star Color Presets -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Effect Presets</property>
<property name="activatable-widget">mushroom-star-color-preset-button</property>
<child>
<object class="GtkMenuButton" id="mushroom-star-color-preset-button">
<property name="valign">center</property>
<property name="label" translatable="yes">Choose a Preset</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Scale Style</property>
<property name="subtitle" translatable="yes">8Bit --- Smooth</property>
<child>
<object class="GtkScale" id="mushroom-scale-style-scale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-scale-style">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-scale-style">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Adjustment for 4-Point Stars Count -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Spark Count</property>
<child>
<object class="GtkScale" id="mushroom-spark-count-scale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-spark-count">
<property name="upper">25</property>
<property name="lower">0</property>
<property name="step-increment">1</property>
<property name="page-increment">5</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-spark-count">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Adjustment for 4-Point Stars Count -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Spark Rotation</property>
<child>
<object class="GtkScale" >
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-spark-rotation">
<property name="upper">3.0</property>
<property name="lower">-3.0</property>
<property name="step-increment">0.5</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-spark-rotation">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Color Picker for 4-Point Stars -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Spark Color</property>
<child>
<object class="GtkBox">
<style>
<class name="linked" />
</style>
<child>
<object class="GtkColorButton" id="mushroom-spark-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-spark-color">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Rays Color Picker -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Rays Color</property>
<child>
<object class="GtkBox">
<style>
<class name="linked" />
</style>
<child>
<object class="GtkColorButton" id="mushroom-rays-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-rays-color">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Star Rings Count Adjustment -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Star Rings Count</property>
<child>
<object class="GtkScale" id="mushroom-ring-count-scale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-ring-count">
<property name="upper">5</property>
<property name="lower">0</property>
<property name="step-increment">1</property>
<property name="page-increment">3</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-ring-count">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Star Rings Rotation Adjustment -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Star Ring Rotation</property>
<child>
<object class="GtkScale" id="mushroom-ring-rotation-scale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-ring-rotation">
<property name="upper">3.0</property>
<property name="lower">-3.0</property>
<property name="step-increment">0.25</property>
<property name="page-increment">1.0</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-ring-rotation">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Stars Per Star Ring Count Adjustment -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Stars Count Per Ring</property>
<child>
<object class="GtkScale" id="mushroom-star-count-scale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="mushroom-star-count">
<property name="upper">7</property>
<property name="lower">0</property>
<property name="step-increment">1</property>
<property name="page-increment">3</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-mushroom-star-count">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<!-- Star Gradient Color Adjustment -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Star Gradient</property>
<child>
<object class="GtkBox">
<style>
<class name="linked" />
</style>
<child>
<object class="GtkColorButton" id="mushroom-star-color-0">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="mushroom-star-color-1">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="mushroom-star-color-2">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="mushroom-star-color-3">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="mushroom-star-color-4">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="mushroom-star-color-5">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
<property name="valign">center</property>
</object>
</child>
</object>
</child>
<child>
<object class="GtkButton" id="reset-star-colors">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</interface>
+4 -2
View File
@@ -63,7 +63,8 @@ SPDX-License-Identifier: GPL-3.0-or-later
<child>
<object class="AdwPreferencesGroup">
<property name="title" translatable="yes">Effect Profile Constraints</property>
<property name="description" translatable="yes">Define when the current effect settings should be used.</property>
<property name="description" translatable="yes">Define when the current effect
settings should be used.</property>
<child>
<object class="AdwActionRow">
@@ -181,7 +182,8 @@ SPDX-License-Identifier: GPL-3.0-or-later
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">High Priority</property>
<property name="subtitle" translatable="yes">Use this profile even if there are better matching profiles.</property>
<property name="subtitle" translatable="yes">Use this profile even if there are
better matching profiles.</property>
<property name="subtitle-lines">1</property>
<property name="activatable-widget">profile-high-priority</property>
<child>
+204
View File
@@ -0,0 +1,204 @@
<?xml version="1.0" encoding="UTF-8"?>
<!--
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
SPDX-License-Identifier: GPL-3.0-or-later
-->
<interface domain="burn-my-windows">
<!-- Main container for the rgbwarp preferences section -->
<object class="AdwExpanderRow" id="rgbwarp-prefs">
<!-- Animation Time Adjustment Section -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Animation Time [ms]</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="rgbwarp-animation-time">
<property name="upper">5000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-rgbwarp-animation-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Brightness</property>
<!-- <property name="subtitle" translatable="yes"></property> -->
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="rgbwarp-brightness">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-rgbwarp-brightness">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Red Speed</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="rgbwarp-speed-r">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-rgbwarp-speed-r">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Green Speed</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="rgbwarp-speed-g">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-rgbwarp-speed-g">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Blue Speed</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="rgbwarp-speed-b">
<property name="upper">1.0</property>
<property name="lower">0.0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-rgbwarp-speed-b">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</interface>
+265
View File
@@ -0,0 +1,265 @@
<?xml version="1.0" encoding="UTF-8"?>
<!--
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
SPDX-License-Identifier: GPL-3.0-or-later
-->
<interface domain="burn-my-windows">
<!-- Main container for the team-rocket preferences section -->
<object class="AdwExpanderRow" id="team-rocket-prefs">
<!-- Animation Time Adjustment Section -->
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Animation Time [ms]</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="team-rocket-animation-time">
<property name="upper">5000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-animation-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Animation Split</property>
<property name="subtitle" translatable="yes"></property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="team-rocket-window-time">
<property name="upper">0.8</property>
<property name="lower">0.2</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-window-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Rotate Window</property>
<property name="activatable-widget">team-rocket-win-rot</property>
<child>
<object class="GtkSwitch" id="team-rocket-win-rot">
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-win-rot">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Horizontal Sparkle Position</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="team-rocket-x">
<property name="upper">1.0</property>
<property name="lower">-1.0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-x">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Vertical Sparkle Position</property>
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="team-rocket-y">
<property name="upper">1.0</property>
<property name="lower">-1.0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-y">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Sparkle Size</property>
<!-- <property name="subtitle" translatable="yes"></property> -->
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="team-rocket-sparkle-size">
<property name="upper">1.0</property>
<property name="lower">0.5</property>
<property name="step-increment">0.1</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-sparkle-size">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="AdwActionRow">
<property name="title" translatable="yes">Sparkle Rotation</property>
<!-- <property name="subtitle" translatable="yes"></property> -->
<child>
<object class="GtkScale">
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="team-rocket-sparkle-rot">
<property name="upper">1.0</property>
<property name="lower">-1.0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">0.25</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-team-rocket-sparkle-rot">
<property name="icon-name">edit-clear-symbolic</property>
<property name="valign">center</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</interface>
@@ -823,7 +823,7 @@ SPDX-License-Identifier: CC0-1.0
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Simple Fade Effect Options -->
<!-- Focus Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="focus-enable-effect" type="b">
@@ -850,6 +850,270 @@ SPDX-License-Identifier: CC0-1.0
<description>The Quality of the Blur (Setting this too high may increase GPU load and affect performance)</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Mushroom Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="mushroom-enable-effect" type="b">
<default>false</default>
<summary>mushroom Enable Effect</summary>
<description>Use the mushroom effect.</description>
</key>
<key name="mushroom-animation-time" type="i">
<default>1500</default>
<summary>mushroom Animation Time</summary>
<description>The time the mushroom effect takes.</description>
</key>
<!-- <key name="mushroom-8bit-enable" type="b">
<default>true</default>
<summary>mushroom 8Bit Animation</summary>
<description>use the old style.</description>
</key> -->
<key name="mushroom-scale-style" type="d">
<default>1.0</default>
<summary>8Bit or Smooth Scaling</summary>
<description>How the window scales</description>
</key>
<key name="mushroom-spark-count" type="i">
<default>4</default>
<summary>The Number of Sparks</summary>
<description>The Number of Sparks</description>
</key>
<key name="mushroom-spark-color" type="s">
<default>"rgba(255, 255, 255, 1.0)"</default>
<summary>The Sparks Color</summary>
<description>The Sparks Color</description>
</key>
<key name="mushroom-spark-rotation" type="d">
<default>0.3</default>
<summary>The Number of Rotations the Sparks do</summary>
<description>The Number of Rotations the Sparks do</description>
</key>
<key name="mushroom-rays-color" type="s">
<default>"rgba(255, 255, 255, 1.0)"</default>
<summary>The Rays Color</summary>
<description>The Rays Color</description>
</key>
<key name="mushroom-ring-count" type="i">
<default>3</default>
<summary>Number of Rings</summary>
<description>Number of Rings</description>
</key>
<key name="mushroom-ring-rotation" type="d">
<default>1.33</default>
<summary>The Number of Rotations/Cycles the Stars do</summary>
<description>The Number of Rotations/Cycles the Stars do</description>
</key>
<key name="mushroom-star-count" type="i">
<default>5</default>
<summary>The Number of Stars in each Ring</summary>
<description>The Number of Stars in each Ring</description>
</key>
<key name="mushroom-star-color-0" type="s">
<default>"rgba(233, 249, 1, 1.0)"</default>
<summary>Star Color 1</summary>
<description>The Nth color of the Star gradient.</description>
</key>
<key name="mushroom-star-color-1" type="s">
<default>"rgba(233, 249, 1, 1.0)"</default>
<summary>Star Color 1</summary>
<description>The Nth color of the Star gradient.</description>
</key>
<key name="mushroom-star-color-2" type="s">
<default>"rgba(91, 255, 1, 1.0)"</default>
<summary>Star Color 1</summary>
<description>The Nth color of the Star gradient.</description>
</key>
<key name="mushroom-star-color-3" type="s">
<default>"rgba(91, 255, 1, 1.0)"</default>
<summary>Star Color 1</summary>
<description>The Nth color of the Star gradient.</description>
</key>
<key name="mushroom-star-color-4" type="s">
<default>"rgba(0, 240, 236, 1.0)"</default>
<summary>Star Color 1</summary>
<description>The Nth color of the Star gradient.</description>
</key>
<key name="mushroom-star-color-5" type="s">
<default>"rgba(0, 240, 236, 1.0)"</default>
<summary>Star Color 1</summary>
<description>The Nth color of the Star gradient.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Aura Glow Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="aura-glow-enable-effect" type="b">
<default>false</default>
<summary>Aura Glow Enable Effect</summary>
<description>Use the Aura Glow effect.</description>
</key>
<key name="aura-glow-animation-time" type="i">
<default>750</default>
<summary>Aura Glow Animation Time</summary>
<description>The time the Aura Glow effect takes.</description>
</key>
<key name="aura-glow-random-color" type="b">
<default>false</default>
<summary>Aura Glow Random Color Offset</summary>
<description>Ramdomize the color offset</description>
</key>
<key name="aura-glow-color-offset" type="d">
<default>0.0</default>
<summary>Aura Glow Color Offset</summary>
<description>Changes the inital color of the glow</description>
</key>
<key name="aura-glow-color-speed" type="d">
<default>2.5</default>
<summary>Aura Glow Color Speed</summary>
<description>The Speed at which the color changes</description>
</key>
<key name="aura-glow-color-saturation" type="d">
<default>0.75</default>
<summary>Aura Glow Color Saturation</summary>
<description>Amount of color in the effect</description>
</key>
<key name="aura-glow-edge-size" type="d">
<default>0.75</default>
<summary>Aura Glow Size of the Color Edge</summary>
<description>Size of the Color Edge</description>
</key>
<key name="aura-glow-edge-hardness" type="d">
<default>0.25</default>
<summary>Aura Glow Edge Hardness</summary>
<description>The Hardness of the Edge</description>
</key>
<key name="aura-glow-blur" type="d">
<default>15.0</default>
<summary>Aura Glow Blur</summary>
<description>Changes the Blue Amount</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- RGBWarp Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="rgbwarp-enable-effect" type="b">
<default>false</default>
<summary>RGBWarp Enable Effect</summary>
<description>Use the RGBWarp.</description>
</key>
<key name="rgbwarp-animation-time" type="i">
<default>750</default>
<summary>RGBWarp Animation Time</summary>
<description>The time the RGBWarp effect takes.</description>
</key>
<key name="rgbwarp-wavesize" type="d">
<default>1.0</default>
<summary>RGBWarp Width</summary>
<description>Width of the effect.</description>
</key>
<key name="rgbwarp-brightness" type="d">
<default>1.0</default>
<summary>RGBWarp Brightness</summary>
<description>brightness of the effect.</description>
</key>
<key name="rgbwarp-speed-r" type="d">
<default>1.0</default>
<summary>RGBWarp Red Speed</summary>
<description>Red speed of the effect.</description>
</key>
<key name="rgbwarp-speed-g" type="d">
<default>0.90</default>
<summary>RGBWarp Green Speed</summary>
<description>Green speed of the effect.</description>
</key>
<key name="rgbwarp-speed-b" type="d">
<default>0.80</default>
<summary>RGBWarp Blue Speed</summary>
<description>Blue speed of the effect.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Team Rocket Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="team-rocket-enable-effect" type="b">
<default>false</default>
<summary>Team Rocket Enable Effect</summary>
<description>Use the Team Rocket effect.</description>
</key>
<key name="team-rocket-animation-time" type="i">
<default>1500</default>
<summary>Team Rocket Animation Time</summary>
<description>The time the Team Rocket effect takes.</description>
</key>
<key name="team-rocket-window-time" type="d">
<default>0.5</default>
<summary>Window vs Sparkle split</summary>
<description>Window vs Sparkle split</description>
</key>
<key name="team-rocket-x" type="d">
<default>0.0</default>
<summary>Team Rocket X</summary>
<description>X position</description>
</key>
<key name="team-rocket-y" type="d">
<default>0.5</default>
<summary>Team Rocket Y</summary>
<description>Y position</description>
</key>
<key name="team-rocket-win-rot" type="b">
<default>true</default>
<summary>Rotate the Window</summary>
<description>Rotate the Window</description>
</key>
<key name="team-rocket-sparkle-rot" type="d">
<default>0.33</default>
<summary>Sparkle Rotation</summary>
<description>Sparkle Rotation</description>
</key>
<key name="team-rocket-sparkle-size" type="d">
<default>0.75</default>
<summary>Sparkle Size</summary>
<description>Sparkle Size</description>
</key>
</schema>
</schemalist>
+135 -136
View File
@@ -47,166 +47,165 @@ import * as utils from './utils.js';
// used to clean up any resources.
//////////////////////////////////////////////////////////////////////////////////////////
export var Shader = GObject.registerClass(
{
Signals: {
'begin-animation': {
param_types: [
Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
Clutter.Actor.$gtype
]
},
'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
'end-animation': {}
}
},
class Shader extends Shell.GLSLEffect { // --------------------------------------------
// The constructor automagically loads the shader's source code (in
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
// resolving any #includes in this file.
_init(nick) {
this._nick = nick;
export var Shader = GObject.registerClass({
Signals: {
'begin-animation': {
param_types: [
Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
Clutter.Actor.$gtype
]
},
'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
'end-animation': {}
}
},
// This will call vfunc_build_pipeline().
super._init();
class Shader extends Shell.GLSLEffect {
// --------------------------------------------
// The constructor automagically loads the shader's source code (in
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
// resolving any #includes in this file.
_init(nick) {
this._nick = nick;
// These will be updated during the animation.
this._progress = 0;
this._time = 0;
// This will call vfunc_build_pipeline().
super._init();
// Store standard uniform locations.
this._uForOpening = this.get_uniform_location('uForOpening');
this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
this._uProgress = this.get_uniform_location('uProgress');
this._uDuration = this.get_uniform_location('uDuration');
this._uSize = this.get_uniform_location('uSize');
this._uPadding = this.get_uniform_location('uPadding');
// These will be updated during the animation.
this._progress = 0;
this._time = 0;
// Create a timeline to drive the animation.
this._timeline = new Clutter.Timeline();
// Store standard uniform locations.
this._uForOpening = this.get_uniform_location('uForOpening');
this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
this._uProgress = this.get_uniform_location('uProgress');
this._uDuration = this.get_uniform_location('uDuration');
this._uSize = this.get_uniform_location('uSize');
this._uPadding = this.get_uniform_location('uPadding');
// Call updateAnimation() once a frame.
this._timeline.connect('new-frame', (t) => {
if (this._testMode) {
this.updateAnimation(0.5);
} else {
this.updateAnimation(t.get_progress());
}
});
// Create a timeline to drive the animation.
this._timeline = new Clutter.Timeline();
// Clean up if the animation finished or was interrupted.
this._timeline.connect('stopped', (t, finished) => {
this.endAnimation();
});
}
// This is called once each time the shader is used.
beginAnimation(settings, forOpening, testMode, duration, actor) {
if (this._timeline.is_playing()) {
this._timeline.stop();
// Call updateAnimation() once a frame.
this._timeline.connect('new-frame', (t) => {
if (this._testMode) {
this.updateAnimation(0.5);
} else {
this.updateAnimation(t.get_progress());
}
});
// On GNOME 3.36 this method was not yet available.
if (this._timeline.set_actor) {
this._timeline.set_actor(actor);
}
// Clean up if the animation finished or was interrupted.
this._timeline.connect('stopped', (t, finished) => {
this.endAnimation();
});
}
this._timeline.set_duration(duration);
this._timeline.start();
// Make sure that no fullscreen window is drawn over our animations.
Meta.disable_unredirect_for_display(global.display);
global.begin_work();
// Reset progress value.
this._progress = 0;
this._testMode = testMode;
// This is not necessarily symmetric, but I haven't figured out a way to
// get the actual values...
const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
const isFullscreen =
actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
actor.meta_window.fullscreen;
this.set_uniform_float(this._uPadding, 1, [padding]);
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
this.emit('begin-animation', settings, forOpening, testMode, actor);
// This is called once each time the shader is used.
beginAnimation(settings, forOpening, testMode, duration, actor) {
if (this._timeline.is_playing()) {
this._timeline.stop();
}
// This is called at each frame during the animation.
updateAnimation(progress) {
// Store the current progress value. The corresponding signal is emitted each frame
// in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
// by handlers must not have been created yet.
this._progress = progress;
this.queue_repaint();
// On GNOME 3.36 this method was not yet available.
if (this._timeline.set_actor) {
this._timeline.set_actor(actor);
}
// This will stop any running animation and emit the end-animation signal.
endAnimation() {
// This will call endAnimation() again, so we can return for now.
if (this._timeline.is_playing()) {
this._timeline.stop();
return;
}
this._timeline.set_duration(duration);
this._timeline.start();
// Restore unredirecting behavior for fullscreen windows.
Meta.enable_unredirect_for_display(global.display);
global.end_work();
// Make sure that no fullscreen window is drawn over our animations.
Meta.disable_unredirect_for_display(global.display);
global.begin_work();
this.emit('end-animation');
// Reset progress value.
this._progress = 0;
this._testMode = testMode;
// This is not necessarily symmetric, but I haven't figured out a way to
// get the actual values...
const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
const isFullscreen = actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
actor.meta_window.fullscreen;
this.set_uniform_float(this._uPadding, 1, [padding]);
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
this.emit('begin-animation', settings, forOpening, testMode, actor);
}
// This is called at each frame during the animation.
updateAnimation(progress) {
// Store the current progress value. The corresponding signal is emitted each frame
// in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
// by handlers must not have been created yet.
this._progress = progress;
this.queue_repaint();
}
// This will stop any running animation and emit the end-animation signal.
endAnimation() {
// This will call endAnimation() again, so we can return for now.
if (this._timeline.is_playing()) {
this._timeline.stop();
return;
}
// This is called by the constructor. This means, it's only called when the
// effect is used for the first time.
vfunc_build_pipeline() {
// Restore unredirecting behavior for fullscreen windows.
Meta.enable_unredirect_for_display(global.display);
global.end_work();
// Shell.GLSLEffect requires the declarations and the main source code as separate
// strings. As it's more convenient to store the in one GLSL file, we use a regex
// here to split the source code in two parts.
const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
this.emit('end-animation');
}
// Match anything between the curly brackets of "void main() {...}".
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
const match = regex.exec(code);
// This is called by the constructor. This means, it's only called when the
// effect is used for the first time.
vfunc_build_pipeline() {
// Shell.GLSLEffect requires the declarations and the main source code as separate
// strings. As it's more convenient to store the in one GLSL file, we use a regex
// here to split the source code in two parts.
const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
const declarations = code.substr(0, match.index);
const main = match[1];
// Match anything between the curly brackets of "void main() {...}".
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
const match = regex.exec(code);
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
}
const declarations = code.substr(0, match.index);
const main = match[1];
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
// the handler. This could still be null if called from the updateAnimation() above.
vfunc_paint_target(...params) {
this.emit('update-animation', this._progress);
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
}
// Starting with GNOME 44.2, the alpha channel is not written to by default. We need
// to undo this. It is a pity that we have to do this here, as it is not really
// required to be done each frame. But it's the only place where we can do it.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
this.get_pipeline().set_blend(
'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
// the handler. This could still be null if called from the updateAnimation() above.
vfunc_paint_target(...params) {
this.emit('update-animation', this._progress);
this.set_uniform_float(this._uProgress, 1, [this._progress]);
super.vfunc_paint_target(...params);
}
// Starting with GNOME 44.2, the alpha channel is not written to by default. We need
// to undo this. It is a pity that we have to do this here, as it is not really
// required to be done each frame. But it's the only place where we can do it.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
this.get_pipeline().set_blend(
'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
// --------------------------------------------------------------------- private stuff
this.set_uniform_float(this._uProgress, 1, [this._progress]);
super.vfunc_paint_target(...params);
}
// This loads a GLSL file from the extension's resources to a JavaScript string. The
// code from "common.glsl" is prepended automatically.
_loadShaderResource(path) {
let common = utils.getStringResource('/shaders/common.glsl');
let code = utils.getStringResource(path);
// --------------------------------------------------------------------- private stuff
// Add a trailing newline. Else the GLSL compiler complains...
return common + '\n' + code + '\n';
}
});
// This loads a GLSL file from the extension's resources to a JavaScript string. The
// code from "common.glsl" is prepended automatically.
_loadShaderResource(path) {
let common = utils.getStringResource('/shaders/common.glsl');
let code = utils.getStringResource(path);
// Add a trailing newline. Else the GLSL compiler complains...
return common + '\n' + code + '\n';
}
});
+136
View File
@@ -0,0 +1,136 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza <JGarza9788@gmail.com>
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
import * as utils from '../utils.js';
// We import the ShaderFactory only in the Shell process as it is not required in the
// preferences process. The preferences process does not create any shader instances, it
// only uses the static metadata of the effect.
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const _ = await utils.importGettext();
//////////////////////////////////////////////////////////////////////////////////////////
// This effect was inspired by apple's new siri effect. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
export default class Effect {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uColorSpeed = shader.get_uniform_location('uColorSpeed');
shader._uRandomColorOffset = shader.get_uniform_location('uRandomColorOffset');
shader._uColorOffset = shader.get_uniform_location('uColorOffset');
shader._uColorSaturation = shader.get_uniform_location('uColorSaturation');
shader._uEdgeSize = shader.get_uniform_location('uEdgeSize');
shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness');
shader._uBlur = shader.get_uniform_location('uBlur');
shader._uSeed = shader.get_uniform_location('uSeed');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// clang-format off
shader.set_uniform_float(shader._uColorSpeed, 1, [settings.get_double('aura-glow-color-speed')]);
shader.set_uniform_float(shader._uRandomColorOffset, 1, [settings.get_boolean('aura-glow-random-color')]);
shader.set_uniform_float(shader._uColorOffset, 1, [settings.get_double('aura-glow-color-offset')]);
shader.set_uniform_float(shader._uColorSaturation, 1, [settings.get_double('aura-glow-color-saturation')]);
shader.set_uniform_float(shader._uEdgeSize, 1, [settings.get_double('aura-glow-edge-size')]);
shader.set_uniform_float(shader._uEdgeHardness, 1, [settings.get_double('aura-glow-edge-hardness')]);
shader.set_uniform_float(shader._uBlur, 1, [settings.get_double('aura-glow-blur')]);
shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
// named likes this.
static getNick() {
return 'aura-glow';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
return _('Aura Glow');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog whenever a new effect profile is loaded. It
// binds all user interface elements to the respective settings keys of the profile.
static bindPreferences(dialog) {
dialog.bindAdjustment('aura-glow-animation-time');
dialog.bindAdjustment('aura-glow-color-speed');
dialog.bindSwitch('aura-glow-random-color');
dialog.bindAdjustment('aura-glow-color-offset');
dialog.bindAdjustment('aura-glow-color-saturation');
dialog.bindAdjustment('aura-glow-edge-size');
dialog.bindAdjustment('aura-glow-edge-hardness');
dialog.bindAdjustment('aura-glow-blur');
// enable and disable the one slider
function enableDisablePref(dialog, state) {
dialog.getBuilder()
.get_object('aura-glow-color-offset-scale')
.set_sensitive(!state);
}
const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
// Connect to the "state-set" signal to update preferences dynamically based on
// the switch state.
switchWidget.connect('state-set', (widget, state) => {
enableDisablePref(dialog, state); // Update sensitivity when the state changes.
});
// Manually call the update function on startup, using the initial state of the
// switch.
const initialState =
switchWidget.get_active(); // Get the current state of the switch.
enableDisablePref(dialog, initialState);
}
// ---------------------------------------------------------------- API for extension.js
// The getActorScale() is called from extension.js to adjust the actor's size during the
// animation. This is useful if the effect requires drawing something beyond the usual
// bounds of the actor. This only works for GNOME 3.38+.
static getActorScale(settings, forOpening, actor) {
return {x: 1.0, y: 1.0};
}
}
+11
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@@ -195,6 +195,17 @@ export default class Effect {
color3: 'rgba(207,235,255,0.84)',
color4: 'rgb(208,243,255)',
color5: 'rgb(255,255,255)'
},
// i don't think he'll notice if i sneak this in
{
name: _('Nuclear ☢️'),
scale: 1.5,
speed: 0.5,
color1: 'rgba(0,0,0,0)',
color2: 'rgba(2, 40, 0, 0.3)',
color3: 'rgba(0, 200, 50, 0.9)',
color4: 'rgba(255, 255, 0, 1.0)',
color5: 'rgba(255, 255, 255, 1.0)'
}
];
+389
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@@ -0,0 +1,389 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
// Import the Gio module from the GNOME platform (GObject Introspection).
// This module provides APIs for I/O operations, settings management, and other core
// features.
import Gio from 'gi://Gio';
// Import utility functions from the local utils.js file.
// These utilities likely contain helper functions or shared logic used across the
// application.
import * as utils from '../utils.js';
// We import the ShaderFactory only in the Shell process as it is not required in the
// preferences process. The preferences process does not create any shader instances, it
// only uses the static metadata of the effect.
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const _ = await utils.importGettext();
//////////////////////////////////////////////////////////////////////////////////////////
// This effect is inspired by the old 8bit mario video games and the New Super Mario //
// Bros 2 specifically when mario gets the mushroom. i hope you enjoy this little blast //
// from the past. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
export default class Effect {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
// very basic effect... so nothing here
shader._uGradient = [
shader.get_uniform_location('uStarColor0'),
shader.get_uniform_location('uStarColor1'),
shader.get_uniform_location('uStarColor2'),
shader.get_uniform_location('uStarColor3'),
shader.get_uniform_location('uStarColor4'),
shader.get_uniform_location('uStarColor5'),
];
shader._uScaleStyle = shader.get_uniform_location('uScaleStyle');
shader._uSparkCount = shader.get_uniform_location('uSparkCount');
shader._uSparkColor = shader.get_uniform_location('uSparkColor');
shader._uSparkRotation = shader.get_uniform_location('uSparkRotation');
shader._uRaysColor = shader.get_uniform_location('uRaysColor');
shader._uRingCount = shader.get_uniform_location('uRingCount');
shader._uRingRotation = shader.get_uniform_location('uRingRotation');
shader._uStarCount = shader.get_uniform_location('uStarCount');
shader._uSeed = shader.get_uniform_location('uSeed');
// And update all uniforms at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
for (let i = 0; i <= 5; i++) {
shader.set_uniform_float(
shader._uGradient[i], 4,
utils.parseColor(settings.get_string('mushroom-star-color-' + i)));
}
// clang-format off
shader.set_uniform_float(shader._uScaleStyle, 1, [settings.get_double('mushroom-scale-style')]);
shader.set_uniform_float(shader._uSparkCount, 1, [settings.get_int('mushroom-spark-count')]);
shader.set_uniform_float(shader._uSparkColor, 4, utils.parseColor(settings.get_string('mushroom-spark-color')));
shader.set_uniform_float(shader._uSparkRotation, 1, [settings.get_double('mushroom-spark-rotation')]);
shader.set_uniform_float(shader._uRaysColor, 4, utils.parseColor(settings.get_string('mushroom-rays-color')));
shader.set_uniform_float(shader._uRingCount, 1, [settings.get_int('mushroom-ring-count')]);
shader.set_uniform_float(shader._uRingRotation, 1, [settings.get_double('mushroom-ring-rotation')]);
shader.set_uniform_float(shader._uStarCount, 1, [settings.get_int('mushroom-star-count')]);
shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
// named likes this.
static getNick() {
return 'mushroom';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
return _('Mushroom');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog whenever a new effect profile is loaded. It
// binds all user interface elements to the respective settings keys of the profile.
static bindPreferences(dialog) {
// Empty for now... Code is added here later in the tutorial!
dialog.bindAdjustment('mushroom-animation-time');
// dialog.bindSwitch('mushroom-8bit-enable');
dialog.bindAdjustment('mushroom-scale-style');
dialog.bindAdjustment('mushroom-spark-count');
dialog.bindColorButton('mushroom-spark-color');
dialog.bindAdjustment('mushroom-spark-rotation');
dialog.bindColorButton('mushroom-rays-color');
dialog.bindAdjustment('mushroom-ring-count');
dialog.bindAdjustment('mushroom-ring-rotation');
dialog.bindAdjustment('mushroom-star-count');
dialog.bindColorButton('mushroom-star-color-0');
dialog.bindColorButton('mushroom-star-color-1');
dialog.bindColorButton('mushroom-star-color-2');
dialog.bindColorButton('mushroom-star-color-3');
dialog.bindColorButton('mushroom-star-color-4');
dialog.bindColorButton('mushroom-star-color-5');
// Ensure the button connections and other bindings happen only once,
// even if the bindPreferences function is called multiple times.
if (!Effect._isConnected) {
Effect._isConnected = true;
// Bind the "reset-star-colors" button to reset all star colors to their default
// values.
dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
// Reset each mushroom star color setting.
dialog.getProfileSettings().reset('mushroom-star-color-0');
dialog.getProfileSettings().reset('mushroom-star-color-1');
dialog.getProfileSettings().reset('mushroom-star-color-2');
dialog.getProfileSettings().reset('mushroom-star-color-3');
dialog.getProfileSettings().reset('mushroom-star-color-4');
dialog.getProfileSettings().reset('mushroom-star-color-5');
});
// Initialize the preset dropdown menu for mushroom star colors.
Effect._createMushroomPresets(dialog);
}
}
// ---------------------------------------------------------------- API for extension.js
// The getActorScale() is called from extension.js to adjust the actor's size during the
// animation. This is useful if the effect requires drawing something beyond the usual
// bounds of the actor. This only works for GNOME 3.38+.
static getActorScale(settings, forOpening, actor) {
return {x: 1.0, y: 1.0};
}
// ---------------------------------------------------------------- Presets
// This function initializes the preset dropdown menu for configuring fire options.
// It defines multiple color presets for the "mushroom star" effect and sets up
// the logic to apply these presets when selected.
static _createMushroomPresets(dialog) {
// Retrieve the builder object for the dialog and connect to the "realize" event of
// the button.
dialog.getBuilder()
.get_object('mushroom-star-color-preset-button')
.connect('realize', (widget) => {
// Define an array of color presets, each with a name and six color values (RGBA
// format).
const presets = [
{
name: _('8Bit Plumber'),
ScaleStyle: 0.0,
SparkCount: 0,
SparkColor: 'rgba(255,255,255,0.0)',
SparkRotation: 0.33,
RayColor: 'rgba(255,255,255,0.0)',
RingCount: 0,
RingRotation: 0.0,
StarCount: 0,
color0: 'rgba(233,249,0,1.0)',
color1: 'rgba(233,249,0,1.0)',
color2: 'rgba(91,255,0,1.0)',
color3: 'rgba(91,255,0,1.0)',
color4: 'rgba(0,240,236,1.0)',
color5: 'rgba(0,240,236,1.0)',
},
{
name: _('New Bros 2 🍄'),
ScaleStyle: 1.0,
SparkCount: 4,
SparkColor: 'rgba(255,255,255,1.0)',
SparkRotation: 0.3,
RayColor: 'rgba(255,255,255,1.0)',
RingCount: 3,
RingRotation: 1.33,
StarCount: 5,
color0: 'rgba(233,249,0,1.0)',
color1: 'rgba(233,249,0,1.0)',
color2: 'rgba(91,255,0,1.0)',
color3: 'rgba(91,255,0,1.0)',
color4: 'rgba(0,240,236,1.0)',
color5: 'rgba(0,240,236,1.0)',
},
{
name:
_('Red White and Blue 🇺🇸'), // A patriotic palette of red, white, and blue
ScaleStyle: 1.0,
SparkCount: 4,
SparkColor: 'rgba(255,255,255,1.0)',
SparkRotation: 0.3,
RayColor: 'rgba(255,255,255,0.0)',
RingCount: 3,
RingRotation: 1.33,
StarCount: 5,
color0: 'rgba(255, 0, 0, 1.0)',
color1: 'rgba(255, 0, 0, 1.0)',
color2: 'rgba(255,255,255, 1.0)',
color3: 'rgba(255,255,255, 1.0)',
color4: 'rgba(0,0,255, 1.0)',
color5: 'rgba(0,0,255, 1.0)'
},
{
name: _('Rainbow 🌈'), // A vivid rainbow spectrum of colors
ScaleStyle: 1.0,
SparkCount: 4,
SparkColor: 'rgba(255,255,255,1.0)',
SparkRotation: 0.3,
RayColor: 'rgba(255,255,255,0.0)',
RingCount: 3,
RingRotation: 2.0,
StarCount: 7,
color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
color1: 'rgba(255, 140, 0, 1.0)', // Bold Orange
color2: 'rgba(255, 223, 0, 1.0)', // Bold Yellow
color3: 'rgba(50, 205, 50, 1.0)', // Bold Green
color4: 'rgba(30, 144, 255, 1.0)', // Bold Blue
color5: 'rgba(148, 0, 211, 1.0)' // Bold Purple
},
{
name: _('Cattuccino 😺'), // A soft pastel palette inspired by a
// cappuccino theme
ScaleStyle: 1.0,
SparkCount: 4,
SparkColor: 'rgba(255,255,255,1.0)',
SparkRotation: 0.3,
RayColor: 'rgba(255,255,255,0.0)',
RingCount: 3,
RingRotation: 2.0,
StarCount: 7,
color0: 'rgba(239, 146, 160, 1.0)',
color1: 'rgba(246, 178, 138, 1.0)',
color2: 'rgba(240, 217, 169, 1.0)',
color3: 'rgba(175, 223, 159, 1.0)',
color4: 'rgba(149, 182, 246, 1.0)',
color5: 'rgba(205, 170, 247, 1.0)'
},
{
name: _('Dracula 🦇'), // A dark palette inspired by the Dracula theme
ScaleStyle: 1.0,
SparkCount: 0,
SparkColor: 'rgba(255,255,255,1.0)',
SparkRotation: 0.3,
RayColor: 'rgba(255,255,255,0.0)',
RingCount: 3,
RingRotation: 2.0,
StarCount: 7,
color0: 'rgba(40, 42, 54, 1.0)', // Dark Grey
color1: 'rgba(68, 71, 90, 1.0)', // Medium Grey
color2: 'rgba(90, 94, 119, 1.0)', // Light Grey
color3: 'rgba(90, 94, 119, 1.0)', // Light Grey
color4: 'rgba(68, 71, 90, 1.0)', // Medium Grey
color5: 'rgba(40, 42, 54, 1.0)' // Dark Grey
},
{
name: _('Sparkle ✨'), // A dark palette inspired by the Dracula theme
ScaleStyle: 1.0,
SparkCount: 25,
SparkColor: 'rgba(255,255,255,1.0)',
SparkRotation: 0.3,
RayColor: 'rgba(255,255,255,0.0)',
RingCount: 0,
RingRotation: 1.33,
StarCount: 7,
color0: 'rgba(255,255,255,0.0)',
color1: 'rgba(255,255,255,0.0)',
color2: 'rgba(255,255,255,0.0)',
color3: 'rgba(255,255,255,0.0)',
color4: 'rgba(255,255,255,0.0)',
color5: 'rgba(255,255,255,0.0)',
}
];
// Create a new menu model to hold the presets and an action group for handling
// selections.
const menu = Gio.Menu.new();
const group = Gio.SimpleActionGroup.new();
const groupName = 'presets';
// Iterate over the presets to populate the menu.
presets.forEach((preset, i) => {
// Define an action name based on the preset index.
const actionName = 'mushroom' + i;
// Append the preset name to the menu.
menu.append(preset.name, groupName + '.' + actionName);
// Create a new action for the preset.
let action = Gio.SimpleAction.new(actionName, null);
// Connect the action to a function that loads the preset colors into the
// dialog.
action.connect('activate', () => {
dialog.getProfileSettings().set_double('mushroom-scale-style',
preset.ScaleStyle);
dialog.getProfileSettings().set_int('mushroom-spark-count',
preset.SparkCount);
dialog.getProfileSettings().set_string('mushroom-spark-color',
preset.SparkColor);
dialog.getProfileSettings().set_double('mushroom-spark-rotation',
preset.SparkRotation);
dialog.getProfileSettings().set_string('mushroom-rays-color',
preset.RayColor);
dialog.getProfileSettings().set_int('mushroom-ring-count', preset.RingCount);
dialog.getProfileSettings().set_double('mushroom-ring-rotation',
preset.RingRotation);
dialog.getProfileSettings().set_int('mushroom-star-count', preset.StarCount);
dialog.getProfileSettings().set_string('mushroom-star-color-0',
preset.color0);
dialog.getProfileSettings().set_string('mushroom-star-color-1',
preset.color1);
dialog.getProfileSettings().set_string('mushroom-star-color-2',
preset.color2);
dialog.getProfileSettings().set_string('mushroom-star-color-3',
preset.color3);
dialog.getProfileSettings().set_string('mushroom-star-color-4',
preset.color4);
dialog.getProfileSettings().set_string('mushroom-star-color-5',
preset.color5);
});
// Add the action to the action group.
group.add_action(action);
});
// Assign the populated menu to the preset button.
dialog.getBuilder()
.get_object('mushroom-star-color-preset-button')
.set_menu_model(menu);
// Insert the action group into the root widget for handling the presets.
const root = widget.get_root();
root.insert_action_group(groupName, group);
});
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
import * as utils from '../utils.js';
// We import the ShaderFactory only in the Shell process as it is not required in the
// preferences process. The preferences process does not create any shader instances, it
// only uses the static metadata of the effect.
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const _ = await utils.importGettext();
//////////////////////////////////////////////////////////////////////////////////////////
// This effect warps the Red Green Blue values //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
export default class Effect {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uBrightness = shader.get_uniform_location('uBrightness');
shader._uSpeedR = shader.get_uniform_location('uSpeedR');
shader._uSpeedG = shader.get_uniform_location('uSpeedG');
shader._uSpeedB = shader.get_uniform_location('uSpeedB');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// clang-format off
shader.set_uniform_float(shader._uBrightness, 1, [settings.get_double('rgbwarp-brightness')]);
shader.set_uniform_float(shader._uSpeedR, 1, [settings.get_double('rgbwarp-speed-r')]);
shader.set_uniform_float(shader._uSpeedG, 1, [settings.get_double('rgbwarp-speed-g')]);
shader.set_uniform_float(shader._uSpeedB, 1, [settings.get_double('rgbwarp-speed-b')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
// named likes this.
static getNick() {
return 'rgbwarp';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
return _('RGB Warp');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog whenever a new effect profile is loaded. It
// binds all user interface elements to the respective settings keys of the profile.
static bindPreferences(dialog) {
dialog.bindAdjustment('rgbwarp-animation-time');
dialog.bindAdjustment('rgbwarp-brightness');
dialog.bindAdjustment('rgbwarp-speed-r');
dialog.bindAdjustment('rgbwarp-speed-g');
dialog.bindAdjustment('rgbwarp-speed-b');
}
// ---------------------------------------------------------------- API for extension.js
// The getActorScale() is called from extension.js to adjust the actor's size during the
// animation. This is useful if the effect requires drawing something beyond the usual
// bounds of the actor. This only works for GNOME 3.38+.
static getActorScale(settings, forOpening, actor) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
import * as utils from '../utils.js';
// We import the ShaderFactory only in the Shell process as it is not required in the
// preferences process. The preferences process does not create any shader instances, it
// only uses the static metadata of the effect.
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const _ = await utils.importGettext();
//////////////////////////////////////////////////////////////////////////////////////////
// This effect was inspired by Team Rocket Blasting Off again! //
// https://c.tenor.com/0ag0MVXUaQEAAAAd/tenor.gif //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
export default class Effect {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uWT = shader.get_uniform_location('uWT');
shader._uXpos = shader.get_uniform_location('uXpos');
shader._uYpos = shader.get_uniform_location('uYpos');
shader._uWinRot = shader.get_uniform_location('uWinRot');
shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
shader._uSeed = shader.get_uniform_location('uSeed');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// clang-format off
shader.set_uniform_float(shader._uWT, 1, [settings.get_double('team-rocket-window-time')]);
shader.set_uniform_float(shader._uXpos, 1, [settings.get_double('team-rocket-x')]);
shader.set_uniform_float(shader._uYpos, 1, [settings.get_double('team-rocket-y')]);
shader.set_uniform_float(shader._uWinRot, 1, [settings.get_boolean('team-rocket-win-rot')]);
shader.set_uniform_float(shader._uSparkleRot, 1, [settings.get_double('team-rocket-sparkle-rot')]);
shader.set_uniform_float(shader._uSparkleSize, 1, [settings.get_double('team-rocket-sparkle-size')]);
// clang-format on
// This will be used with a hash function to get a random number.
shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
// named likes this.
static getNick() {
return 'team-rocket';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
return _('Team Rocket');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog whenever a new effect profile is loaded. It
// binds all user interface elements to the respective settings keys of the profile.
static bindPreferences(dialog) {
dialog.bindAdjustment('team-rocket-animation-time');
dialog.bindAdjustment('team-rocket-window-time');
dialog.bindAdjustment('team-rocket-x');
dialog.bindAdjustment('team-rocket-y');
dialog.bindSwitch('team-rocket-win-rot');
dialog.bindAdjustment('team-rocket-sparkle-rot');
dialog.bindAdjustment('team-rocket-sparkle-size');
}
// ---------------------------------------------------------------- API for extension.js
// The getActorScale() is called from extension.js to adjust the actor's size during the
// animation. This is useful if the effect requires drawing something beyond the usual
// bounds of the actor. This only works for GNOME 3.38+.
static getActorScale(settings, forOpening, actor) {
return {x: 1.0, y: 1.0};
}
}
+9 -12
View File
@@ -182,6 +182,10 @@ send_keystroke "Alt+F4"
echo "Entering test mode."
set_setting "test-mode" true
capture_effect "apparition"
capture_effect "broken-glass"
capture_effect "aura-glow"
capture_effect "doom"
capture_effect "energize-a"
capture_effect "energize-b"
capture_effect "fire"
@@ -190,24 +194,17 @@ capture_effect "glide"
capture_effect "glitch"
capture_effect "hexagon"
capture_effect "incinerate"
capture_effect "matrix"
capture_effect "pixelate"
capture_effect "pixel-wheel"
capture_effect "pixel-wipe"
capture_effect "portal"
capture_effect "rgb-warp"
capture_effect "snap"
capture_effect "team-rocket"
capture_effect "trex"
capture_effect "tv"
capture_effect "tv-glitch"
capture_effect "wisps"
if [[ "${FEDORA_VERSION}" -gt 32 ]] || [[ "${FEDORA_VERSION}" == "rawhide" ]]; then
capture_effect "apparition"
capture_effect "doom"
fi
if [[ "${FEDORA_VERSION}" -gt 33 ]] || [[ "${FEDORA_VERSION}" == "rawhide" ]]; then
capture_effect "trex"
capture_effect "broken-glass"
capture_effect "matrix"
capture_effect "snap"
fi
echo "All reference images generated successfully."
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