🔧 Pass window padding to the shaders

This commit is contained in:
Simon Schneegans
2022-05-16 07:38:09 +02:00
parent 812fa6612a
commit de190b4fd9
8 changed files with 29 additions and 8 deletions
+1
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@@ -92,6 +92,7 @@ Please study this code carefully, all of it is explained with inline comments.
// float uProgress: A value which transitions from 0 to 1 during the entire animation.
// float uTime: A steadily increasing value 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).
#include "common/uniforms.glsl"
// The width of the fading effect is loaded from the settings.
+14 -3
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@@ -11,11 +11,22 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
return mask;
}
float getAbsoluteEdgeMask(float fadePixels) {
vec2 uv = cogl_tex_coord_in[0].st * uSize;
return getEdgeMask(uv, uSize, fadePixels);
// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
// 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
// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
// (offset = 1).
float getAbsoluteEdgeMask(float fadePixels, float offset) {
float padding = max(0, uPadding - fadePixels * offset);
vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
}
// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
// the fade zone is given relative to the actor size. This neither uses uSize and
// uPadding.
float getRelativeEdgeMask(float fadeAmount) {
vec2 uv = cogl_tex_coord_in[0].st;
return getEdgeMask(uv, vec2(1.0), fadeAmount);
+3 -1
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@@ -4,8 +4,10 @@
// uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds.
// uSize: The size of uTexture in pixels.
// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
uniform bool uForOpening;
uniform sampler2D uTexture;
uniform float uProgress;
uniform float uTime;
uniform vec2 uSize;
uniform vec2 uSize;
uniform float uPadding;
+1 -1
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@@ -30,7 +30,7 @@ vec2 getMasks(float progress) {
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH, 0.5);
atomMask *= edgeFade;
float heartMask = getRelativeEdgeMask(0.5);
+1 -1
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@@ -47,7 +47,7 @@ vec4 getMasks(float progress) {
streakMask = max(streakMask, showerMask);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE, 0.5);
streakMask *= edgeFade;
showerMask *= edgeFade;
+1 -1
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@@ -72,7 +72,7 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
}
// Fade at window borders.
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth, 0.5);
if (uForOpening) {
windowMask = 1.0 - windowMask;
+1 -1
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@@ -52,7 +52,7 @@ vec2 getRain(vec2 fragCoord) {
float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
// Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5);
// Add some variation to the drop start and end position.
float shorten =
+7
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@@ -70,10 +70,17 @@ var Shader = GObject.registerClass(
this._uProgress = this.get_uniform_location('uProgress');
this._uTime = this.get_uniform_location('uTime');
this._uSize = this.get_uniform_location('uSize');
this._uPadding = this.get_uniform_location('uPadding');
}
// This is called once each time the shader is used.
beginAnimation(settings, forOpening, actor) {
// 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;
this.set_uniform_float(this._uPadding, 1, [padding]);
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);