🔧 Use RGB for TV color

This commit is contained in:
Simon Schneegans
2022-06-13 06:22:27 +02:00
parent 8d6b844def
commit fda91e69bb
3 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -2,4 +2,4 @@
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uColor', effect.readConfig('Color', 'white'));
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
+2 -2
View File
@@ -13,7 +13,7 @@
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec4 uColor;
uniform vec3 uColor;
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
@@ -55,7 +55,7 @@ void main() {
float mask = tbMask * lrMask * ffMask;
vec4 oColor = getInputColor(coords);
oColor.rgb = mix(oColor.rgb, uColor.rgb * oColor.a, smoothstep(0.0, 1.0, prog));
oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
oColor.a *= mask;
// These are pretty useful for understanding how this works.
+2 -2
View File
@@ -50,8 +50,8 @@ var TVEffect = class {
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
shader.set_uniform_float(shader._uColor, 4,
[c.red / 255, c.green / 255, c.blue / 255, 1.0]);
shader.set_uniform_float(shader._uColor, 3,
[c.red / 255, c.green / 255, c.blue / 255]);
});
});
}