🔧 Use factory to create shaders
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@@ -13,26 +13,109 @@
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'use strict';
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const GObject = imports.gi.GObject;
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const _ = imports.gettext.domain('burn-my-windows').gettext;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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const Effect = Me.imports.src.Effect.Effect;
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const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect shatters the window into pieces. For an explanation how this works, look //
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// further down in this file into the documentation of the Shader class. This effect is //
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// not available on GNOME 3.3x, due to the limitation described in the documentation //
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// of vfunc_paint_target further down in this file. //
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// This shader creates a complex-looking effect with rather simple means. Here is how //
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// it works: The window is drawn five times on top of each other (see the SHARD_LAYERS //
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// constant in the GLSL code). Each layer only draws some of the shards, all layers //
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// combined make up the entire window. The layers are then scaled, rotated, and moved //
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// independently from each other - this creates the impression that all shards are //
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// moving independently. In reality, there are only five groups of shards! Which shard //
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// belongs to which layer is defined by the green channel of the texture //
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// resources/img/shards.png. The red channel of the texture contains the distance to //
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// the shard edges. This information is used to fade out the shards. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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var BrokenGlass = class BrokenGlass extends Effect {
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var BrokenGlass = class BrokenGlass {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
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// We import these modules in this function as they are not available in the
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// preferences process. This callback is only called within GNOME Shell's process.
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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// Create the texture in the first call.
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if (!this._shardTexture) {
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const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
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this._shardTexture = new Clutter.Image();
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this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
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shardData.width, shardData.height,
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shardData.rowstride);
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}
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// Store all uniform locations.
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shader._uShardTexture = shader.get_uniform_location('uShardTexture');
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shader._uSeed = shader.get_uniform_location('uSeed');
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shader._uEpicenter = shader.get_uniform_location('uEpicenter');
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shader._uShardScale = shader.get_uniform_location('uShardScale');
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shader._uBlowForce = shader.get_uniform_location('uBlowForce');
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shader._uGravity = shader.get_uniform_location('uGravity');
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// And update all uniforms at the start of each animation.
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shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
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// Usually, the shards fly away from the center of the window.
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let epicenterX = 0.5;
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let epicenterY = 0.5;
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// However, if this option is set, we use the mouse pointer position.
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if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
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const [x, y] = global.get_pointer();
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const [ok, localX, localY] = actor.transform_stage_point(x, y);
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if (ok) {
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epicenterX = localX / actor.width;
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epicenterY = localY / actor.height;
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}
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}
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
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shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
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shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
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shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
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// clang-format on
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});
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// This is required to bind the shard texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
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// called get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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shader.connect('paint-target', (shader) => {
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const pipeline = shader.get_pipeline();
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// Use linear filtering for the window texture.
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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// Bind the shard texture.
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pipeline.set_layer_texture(1, this._shardTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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pipeline.set_uniform_1i(shader._uShardTexture, 1);
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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@@ -83,109 +166,4 @@ var BrokenGlass = class BrokenGlass extends Effect {
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getActorScale(settings) {
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return {x: 2.0, y: 2.0};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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cleanUp() {
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super.cleanUp();
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this._shardTexture = null;
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}
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// This is called by the effect's base class whenever a new shader is required. Since
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// this shader depends on classes by GNOME Shell, we register it locally in this method
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// as this file is also included from the preferences dialog where those classes would
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// not be available.
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createShader() {
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// Only register the shader class when this method is called for the first time.
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if (!this._ShaderClass) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const Shader = Me.imports.src.Shader.Shader;
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const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
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this._shardTexture = new Clutter.Image();
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this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
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shardData.width, shardData.height, shardData.rowstride);
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// This shader creates a complex-looking effect with rather simple means. Here is
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// how it works: The window is drawn five times on top of each other (see the
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// SHARD_LAYERS constant in the GLSL code). Each layer only draws some of the
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// shards, all layers combined make up the entire window. The layers are then
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// scaled, rotated, and moved independently from each other - this creates the
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// impression that all shards are moving independently. In reality, there are only
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// five groups of shards! Which shard belongs to which layer is defined by the green
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// channel of the texture resources/img/shards.png. The red channel of the texture
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// contains the distance to the shard edges. This information is used to fade out
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// the shards.
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this._ShaderClass = GObject.registerClass({}, class ShaderClass extends Shader {
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// We use the constructor of the shader to store all required uniform locations.
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_init(effect) {
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super._init(effect);
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this._uShardTexture = this.get_uniform_location('uShardTexture');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uEpicenter = this.get_uniform_location('uEpicenter');
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this._uShardScale = this.get_uniform_location('uShardScale');
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this._uBlowForce = this.get_uniform_location('uBlowForce');
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this._uGravity = this.get_uniform_location('uGravity');
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}
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// This is called once each time the shader is used. This can be used to retrieve
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// the configuration from the settings and update all uniforms accordingly.
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beginAnimation(actor, settings, forOpening) {
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super.beginAnimation(actor, settings, forOpening);
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// Usually, the shards fly away from the center of the window.
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let epicenterX = 0.5;
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let epicenterY = 0.5;
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// However, if this option is set, we use the mouse pointer position.
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if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
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const [x, y] = global.get_pointer();
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const [ok, localX, localY] = actor.transform_stage_point(x, y);
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if (ok) {
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epicenterX = localX / actor.width;
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epicenterY = localY / actor.height;
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}
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}
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uEpicenter, 2, [epicenterX, epicenterY]);
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this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
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this.set_uniform_float(this._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
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this.set_uniform_float(this._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
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// clang-format on
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}
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// This is overridden to bind the shard texture for drawing. Sadly, this seems to
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// be impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
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// called get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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// Use linear filtering for the window texture.
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pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
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Cogl.PipelineFilter.LINEAR);
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// Bind the shard texture.
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pipeline.set_layer_texture(1, this._effect._shardTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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pipeline.set_uniform_1i(this._uShardTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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}
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// Finally, return a new instance of the shader class.
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return new this._ShaderClass(this);
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}
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}
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