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