From c160bb92bda09c9108151d470a2898ac1f0bf3a4 Mon Sep 17 00:00:00 2001 From: Simon Schneegans Date: Fri, 24 Dec 2021 21:12:26 +0100 Subject: [PATCH] :wrench: Tweak fire timing --- src/extension/FireShader.js | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/extension/FireShader.js b/src/extension/FireShader.js index bcf6d97..9e9f81f 100644 --- a/src/extension/FireShader.js +++ b/src/extension/FireShader.js @@ -51,7 +51,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}}, // These may be configurable in the future. const float EDGE_FADE = 70; const float FADE_WIDTH = 0.1; - const float HIDE_TIME = 0.2; + const float HIDE_TIME = 0.3; const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')}; const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')}; @@ -105,7 +105,8 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}}, // Fade-out when the window burned down. if (uProgress > hideTime) { - effectMask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2); + float fade = cos(afterBurnProgress*3.14159*0.5); + effectMask *= mix(1-t, 1, fade) * fade; } // Fade at window borders.