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 3176d0b..45b3846 100644
--- a/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml
+++ b/schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml
@@ -438,13 +438,13 @@
- 1000
+ 1500
Snap Animation Time
The time the snap effect takes.
- 1.0
+ 2.0
Snap Scale
The size of the snap effect.
diff --git a/src/SnapOfDisintegration.js b/src/SnapOfDisintegration.js
index 4e9b589..c6c2bf0 100644
--- a/src/SnapOfDisintegration.js
+++ b/src/SnapOfDisintegration.js
@@ -139,24 +139,36 @@ if (utils.isInShellProcess()) {
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
+ ${shaderSnippets.noise()}
${shaderSnippets.math2D()}
uniform sampler2D uDustTexture;
- const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
- ${testMode ? 0 : Math.random()});
- const float DUST_SCALE = ${settings.get_double('snap-scale')};
- const float DUST_LAYERS = 5;
- const float ACTOR_SCALE = 1.2;
- const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
- const vec2 EPICENTER = vec2(0.5);
- const vec3 DUST_COLOR = vec3(${color.red / 255},
- ${color.green / 255},
- ${color.blue / 255});
+ const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
+ ${testMode ? 0 : Math.random()});
+ const float DUST_SCALE = ${settings.get_double('snap-scale')};
+ const float DUST_LAYERS = 4;
+ const float GROW_INTENSITY = 0.05;
+ const float SHRINK_INTENSITY = 0.05;
+ const float WIND_INTENSITY = 0.05;
+ const float ACTOR_SCALE = 1.2;
+ const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
+ const vec3 DUST_COLOR = vec3(${color.red / 255},
+ ${color.green / 255},
+ ${color.blue / 255});
void main() {
// We simply inverse the progress for opening windows.
- float progress = pow(${forOpening ? '1.0-uProgress' : 'uProgress'}, 2.0);
+ float progress = ${forOpening ? 'uProgress' : '1.0 - uProgress'};
+
+ float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
+ progress = 2.0 - gradient - 2.0 * progress;
+ progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + SEED) * 2.0);
+ progress = pow(max(0, progress), 2.0);
+
+ // This may help you to understand how this effect works.
+ // cogl_color_out = vec4(progress, 0, 0, 0);
+ // return;
cogl_color_out = vec4(0, 0, 0, 0);
@@ -169,7 +181,7 @@ if (utils.isInShellProcess()) {
direction = rotate(direction, angle);
// Flip direction for one side of the window.
- vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - EPICENTER;
+ vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0) {
direction *= -1;
}
@@ -182,11 +194,13 @@ if (utils.isInShellProcess()) {
// We grow the layer along the random direction, shrink it orthogonally to it
// and scale it up slightly.
float dist = distToLine(vec2(0.0), direction, coords);
- vec2 grow = direction * dist * mix(0, 0.1, progress);
- vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, 0.1, progress);
- float scale = mix(1.0, 1.1, factor * progress);
-
+ vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
+ vec2 shrink = vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
+ float scale = mix(1.0, 1.05, factor * progress);
coords = (coords + grow + shrink) / scale;
+
+ // Add some wind.
+ coords.x = coords.x ${forOpening ? ' + ' : ' - '} progress * WIND_INTENSITY;
// Now check wether there is actually something in the current dust layer at
// the coords position.
@@ -197,7 +211,7 @@ if (utils.isInShellProcess()) {
if (dustGroup == i) {
// Fade the window color to DUST_COLOR.
- vec4 windowColor = texture2D(uTexture, coords + EPICENTER);
+ vec4 windowColor = texture2D(uTexture, coords + 0.5);
windowColor.rgb = mix(windowColor.rgb, DUST_COLOR*windowColor.a, progress);
// Dissolve the dust particles.