diff --git a/resources/ui/gtk4/SnapOfDisintegration.ui b/resources/ui/gtk4/SnapOfDisintegration.ui index fd4f0de..098c3cd 100644 --- a/resources/ui/gtk4/SnapOfDisintegration.ui +++ b/resources/ui/gtk4/SnapOfDisintegration.ui @@ -84,7 +84,7 @@ 300 - 5 + 20 0.1 0.01 0.1 @@ -122,7 +122,7 @@ - 0 + 1 1 diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml index 45b3846..99f1bee 100644 --- a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml +++ b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml @@ -444,7 +444,7 @@ - 2.0 + 3.0 Snap Scale The size of the snap effect. diff --git a/src/SnapOfDisintegration.js b/src/SnapOfDisintegration.js index c6c2bf0..7a94ed4 100644 --- a/src/SnapOfDisintegration.js +++ b/src/SnapOfDisintegration.js @@ -153,9 +153,8 @@ if (utils.isInShellProcess()) { const float WIND_INTENSITY = 0.05; const float ACTOR_SCALE = 1.2; const float PADDING = ACTOR_SCALE / 2.0 - 0.5; - const vec3 DUST_COLOR = vec3(${color.red / 255}, - ${color.green / 255}, - ${color.blue / 255}); + const vec4 DUST_COLOR = vec4(${color.red / 255}, ${color.green / 255}, + ${color.blue / 255}, ${color.alpha / 255}); void main() { // We simply inverse the progress for opening windows. @@ -212,7 +211,8 @@ if (utils.isInShellProcess()) { // Fade the window color to DUST_COLOR. vec4 windowColor = texture2D(uTexture, coords + 0.5); - windowColor.rgb = mix(windowColor.rgb, DUST_COLOR*windowColor.a, progress); + vec3 dustColor = mix(windowColor.rgb, DUST_COLOR.rgb, DUST_COLOR.a); + windowColor.rgb = mix(windowColor.rgb, dustColor*windowColor.a, progress); // Dissolve the dust particles. float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;