🎉 Add TV Effect shader
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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 {Clutter, GObject} = imports.gi;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const shaderSnippets = Me.imports.src.extension.shaderSnippets;
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//////////////////////////////////////////////////////////////////////////////////////////
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// The TVEffectShader ... //
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//////////////////////////////////////////////////////////////////////////////////////////
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var TVEffectShader = GObject.registerClass(
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{Properties: {}, Signals: {}}, class TVEffectShader 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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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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const float BLUR_WIDTH = 0.01;
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const float TB_TIME = 0.7;
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const float LR_TIME = 0.4;
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const float LR_DELAY = 0.6;
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const float FF_TIME = 0.2;
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void main() {
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float tbProgress = smoothstep(0, 1, clamp(uProgress/TB_TIME, 0, 1));
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float lrProgress = smoothstep(0, 1, clamp((uProgress - LR_DELAY)/LR_TIME, 0, 1));
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float ffProgress = smoothstep(0, 1, clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
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float tb = cogl_tex_coord_in[0].t * 2;
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tb = tb < 1 ? tb : 2 - tb;
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float lr = cogl_tex_coord_in[0].s * 2;
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lr = lr < 1 ? lr : 2 - lr;
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float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
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float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
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float ffMask = 1 - smoothstep(0, 1, ffProgress);
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float mask = tbMask * lrMask * ffMask;
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec4 effectColor = vec4(1, 1, 1, 1) * windowColor.a;
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windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, uProgress));
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cogl_color_out = windowColor * mask;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(tbMask), 1);
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// cogl_color_out = vec4(vec3(lrMask), 1);
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// cogl_color_out = vec4(vec3(ffMask), 1);
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// cogl_color_out = vec4(vec3(mask), 1);
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}
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`);
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};
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});
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