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