🔧 Make doom effect work for opening windows
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-1
@@ -434,7 +434,7 @@ class Extension {
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// windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we tweak
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// the transitions so that nothing changes. The window stays opaque and is scaled to
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// actorScale.
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const actorScale = effect.getActorScale(this._settings, actor);
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const actorScale = effect.getActorScale(this._settings, forOpening, actor);
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// To make things deterministic during testing, we set the effect duration to 5
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// seconds.
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@@ -19,8 +19,10 @@ uniform float uVerticalScale;
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uniform float uPixelSize;
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void main() {
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// We simply inverse the progress for opening windows.
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float pixelateProgress = uForOpening ? 0.9 - uProgress : uProgress;
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float pixelSize = ceil(uPixelSize * uProgress + 1.0);
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float pixelSize = max(1.0, ceil(uPixelSize * pixelateProgress + 1.0));
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vec2 pixelGrid = vec2(pixelSize) / uSize;
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vec2 texcoord = iTexCoord.st;
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@@ -29,12 +31,19 @@ void main() {
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texcoord += pixelGrid * 0.5;
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float hScale = uHorizontalScale * uSize.x * 0.001;
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float vScale = uVerticalScale * uSize.y * 0.0001;
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float shift = max(simplex2DFractal(texcoord.xx * hScale) * vScale +
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(1.0 + vScale * 0.8) * uProgress - 0.8 * vScale,
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0.0);
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float vScale = uVerticalScale * uSize.y * 0.00002 * uActorScale;
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texcoord.y -= uActorScale * shift;
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float noise = simplex2DFractal(texcoord.xx * hScale) * 2.0 - 0.5;
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float shiftProgress = uForOpening ? mix(-vScale - 1.0, 0.0, uProgress)
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: mix(-vScale, 1.0 + vScale, uProgress);
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float shift = noise * vScale + shiftProgress;
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if (uForOpening) {
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texcoord.y -= 0.5 * uActorScale * min(shift, 0.0);
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} else {
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texcoord.y -= 0.5 * uActorScale * max(shift, 0.0);
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}
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vec4 oColor = getInputColor(texcoord);
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@@ -100,7 +100,7 @@
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</key>
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<key name="doom-animation-time" type="i">
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<default>1500</default>
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<default>1000</default>
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<summary>Doom Animation Time</summary>
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<description>The time the Doom effect takes.</description>
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</key>
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+6
-1
@@ -46,7 +46,10 @@ var Doom = class {
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
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// For this effect, we scale the actor vertically so that it covers the entire
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// screen. This ensures that the melted window will not be cut off.
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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// clang-format off
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shader.set_uniform_float(shader._uActorScale, 1, [actorScale]);
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shader.set_uniform_float(shader._uHorizontalScale, 1, [settings.get_double('doom-horizontal-scale')]);
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@@ -103,7 +106,9 @@ var Doom = class {
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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getActorScale(settings, actor) {
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// For this effect, we scale the actor vertically so that it covers the entire screen.
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// This ensures that the melted window will not be cut off.
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getActorScale(settings, forOpening, actor) {
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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return {x: 1.0, y: actorScale};
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}
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