🚚 Use simpler effect class names
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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const GObject = imports.gi.GObject;
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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 Clutter = utils.isInShellProcess() ? imports.gi.Clutter : null;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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let Shader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// the settings dialog, as well as to create the actual shader for the effect.
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var EnergizeB = class EnergizeB {
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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static getMinShellVersion() {
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return [3, 36];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. the '*-close-effect').
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static getNick() {
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return 'energize-b';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return 'Energize B';
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog. It loads the settings page for this effect,
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// binds all properties to the settings and appends the page to the main stack of the
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// preferences dialog.
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static initPreferences(dialog) {
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// Add the settings page to the builder.
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// dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/tvPage.ui`);
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// Bind all properties.
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// dialog.bindAdjustment('tv-animation-time');
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// dialog.bindColorButton('tv-effect-color');
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// Finally, append the settings page to the main stack.
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// const stack = dialog.getBuilder().get_object('main-stack');
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// stack.add_titled(
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// dialog.getBuilder().get_object('tv-prefs'), EnergizeB.getNick(),
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// EnergizeB.getLabel());
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}
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(settings) {
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return new Shader(settings);
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}
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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// the actor - usually windows are faded to transparency and scaled down slightly by
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// GNOME Shell. Here, we modify this behavior as well as the transition duration.
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static tweakTransitions(actor, settings) {
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const animationTime = settings.get_int('energize-b-animation-time');
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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transition.set_progress_mode(Clutter.AnimationMode.LINEAR);
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}
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};
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// We re-target these transitions so that the window is neither scaled nor faded.
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect will only be registered in GNOME Shell's process //
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// (not in the preferences process). It's done this way as Clutter may not be installed //
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// on the system and therefore the preferences would crash. //
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//////////////////////////////////////////////////////////////////////////////////////////
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if (utils.isInShellProcess()) {
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float SPARK_RADIUS = 15.0;
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const float SPARK_SPEED = 20.0;
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const float SPARK_SPACING = 50 + SPARK_RADIUS;
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const int SPARK_LAYERS = 15;
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const float SHOWER_TIME = 0.2;
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float getSparks(vec2 texCoords, float gridSize, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
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// Apply global scale.
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coords /= gridSize;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * SPARK_SPEED;
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float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
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float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * SPARK_RADIUS;
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float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
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vec2 offset = vec2(sin(speed * (uTime+10)) * roundness, cos(speed * (uTime+10)));
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offset *= (0.5 - radius / gridSize);
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset.x * sin(rotation) + offset.y * cos(rotation));
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cellUV += offset;
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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return 5.0 * exp(-10.0 * dist);
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return 0.05 / pow(dist, 2.0);
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}
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return 0.0;
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}
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// This method requires the uniforms from standardUniforms() to be available.
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// It returns two values: The first is used as a mask for the particles which lead
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// the shower. The second is used as a mask for the streaks which follow the particles.
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// showerTime: A value in [0..1]. It determines the percentage of the animation which
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// is spent for the shower to come down. 1-showerTime will be spent
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// thereafter for dissolving the streak mask.
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// showerWidth: The relative size of the particle gradient in [0..1].
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// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
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vec3 getMasks(float showerTime, float showerWidth, float edgeFadeWidth) {
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float showerProgress = uProgress/showerTime;
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float afterShowerProgress = clamp((uProgress-showerTime)/(1-showerTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t;
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// A smooth gradient which moves to the bottom within the showerProgress.
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float showerMask = smoothstep(1, 0, abs(showerProgress - t - showerWidth) / showerWidth);
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// This is one above the streak mask.
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float streakMask = (showerProgress - t - showerWidth) > 0 ? 1 : 0;
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showerMask += 0.05 * streakMask;
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// Add shower mask to streak mask.
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streakMask = max(streakMask, showerMask);
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// Fade-out when the masks.
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if (uProgress > showerTime) {
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float fade = mix(1, t * (1.0-afterShowerProgress), afterShowerProgress);
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streakMask *= fade;
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showerMask *= fade;
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}
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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float edgeFade = 1.0;
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edgeFade *= smoothstep(0, 1, clamp(pos.x / edgeFadeWidth, 0, 1));
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edgeFade *= smoothstep(0, 1, clamp(pos.y / edgeFadeWidth, 0, 1));
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edgeFade *= smoothstep(0, 1, clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1));
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edgeFade *= smoothstep(0, 1, clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1));
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float windowMask = pow(1.0 - afterShowerProgress, 2.0);
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return vec3(showerMask * edgeFade, streakMask * edgeFade, windowMask);
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}
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void main() {
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vec3 masks = getMasks(SHOWER_TIME, 0.2, 50);
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec3 effectColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255});
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cogl_color_out = windowColor * masks.z;
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vec2 uv = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
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vec2 streakScale = vec2(0.1, 0.002) * vec2(uSizeX, uSizeY);
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vec2 streakUV = uv * streakScale;
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float streaks = simplex2DFractal(streakUV) * 0.5 * masks.y;
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cogl_color_out.rgb += effectColor * streaks;
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float sparks = 0.0;
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float sparkScale = 5.0;
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//for (int i=0; i<SPARK_LAYERS; ++i) {
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// sparks += getSparks(uv / sparkScale, SPARK_SPACING, SEED * (i+1));
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//}
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cogl_color_out.rgb += effectColor * sparks * masks.x;
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// float edgeFadeWidth = 0.5;
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// float heartMask = 1.0;
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// float heart = 0.0;
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// heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].x / edgeFadeWidth, 0, 1));
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// heartMask *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / edgeFadeWidth, 0, 1));
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// heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].x) / edgeFadeWidth, 0, 1));
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// heartMask *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / edgeFadeWidth, 0, 1));
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// heartMask = pow(heartMask, 10.0);
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// for (int i=0; i<SPARK_LAYERS; ++i) {
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// heart += heartMask * getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1+SPARK_LAYERS));
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// }
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(streakMask, 0.0, 1.0);
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// cogl_color_out = vec4(vec3(streaks), 1.0);
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}
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`);
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};
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});
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}
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