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6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 62c57a5163 | |||
| b9901bad86 | |||
| 21dc4eac3d | |||
| b53b856c3e | |||
| 7625c98ad8 | |||
| 6eebcc6b8c |
@@ -64,6 +64,7 @@ class Extension {
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new Me.imports.src.effects.Glitch.Glitch(),
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new Me.imports.src.effects.Hexagon.Hexagon(),
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new Me.imports.src.effects.Incinerate.Incinerate(),
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new Me.imports.src.effects.MagicLamp.MagicLamp(),
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new Me.imports.src.effects.Matrix.Matrix(),
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new Me.imports.src.effects.PaintBrush.PaintBrush(),
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new Me.imports.src.effects.Pixelate.Pixelate(),
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@@ -55,6 +55,7 @@ var PreferencesDialog = class PreferencesDialog {
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new Me.imports.src.effects.Glitch.Glitch(),
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new Me.imports.src.effects.Hexagon.Hexagon(),
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new Me.imports.src.effects.Incinerate.Incinerate(),
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new Me.imports.src.effects.MagicLamp.MagicLamp(),
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new Me.imports.src.effects.Matrix.Matrix(),
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new Me.imports.src.effects.PaintBrush.PaintBrush(),
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new Me.imports.src.effects.Pixelate.Pixelate(),
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@@ -0,0 +1,69 @@
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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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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform vec2 uActorScale;
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uniform vec2 uInitialPointerPos;
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uniform vec2 uCurrentPointerPos;
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uniform vec2 uControlPointA;
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uniform vec2 uControlPointB;
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vec2 threeWayMix(float fac, vec2 a, vec2 b, vec2 c) {
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if (fac < 0.5) {
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return mix(a, b, smoothstep(0.0, 1.0, fac * 2.0));
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}
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return mix(b, c, smoothstep(0.0, 1.0, fac * 2.0 - 1.0));
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}
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void main() {
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vec2 texcoord = iTexCoord.st;
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texcoord = texcoord * uActorScale + 0.5 - uActorScale * 0.5;
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float circle = length((texcoord - uCurrentPointerPos) / uActorScale * 2.0);
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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progress = clamp(mix(max(0.0, uProgress*2.0 - circle), 2.0 * uProgress, uProgress), 0.0, 1.0);
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// progress = smoothstep(0.0, 1.0, pow(2.0 * progress - circle, 0.5));
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vec2 warpA = (texcoord - uControlPointA) * uProgress * progress / (1.0 - uProgress);
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vec2 warpB = (texcoord - uControlPointB) * uProgress * progress / (1.0 - uProgress);
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vec2 warpC = (texcoord - uCurrentPointerPos) * uProgress * progress / (1.0 - uProgress);
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vec2 warp = threeWayMix(progress, warpA, warpB, warpC);
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// vec2 warp = (warpA + warpB + warpC) / (progressA + progressB + progressC);
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vec4 oColor = getInputColor(texcoord + warp);
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// oColor = vec4(tritone(progress, vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0)), 1.0);
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// if (length(texcoord - uInitialPointerPos) < 0.02) {
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// oColor = vec4(1.0);
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// }
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// if (length(texcoord - uCurrentPointerPos) < 0.02) {
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// oColor = vec4(1.0, 0.0, 0.0, 1.0);
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// }
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// if (length(texcoord - uControlPointA) < 0.02) {
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// oColor = vec4(0.0, 1.0, 0.0, 1.0);
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// }
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// if (length(texcoord - uControlPointB) < 0.02) {
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// oColor = vec4(0.0, 0.0, 1.0, 1.0);
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// }
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setOutputColor(oColor);
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}
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@@ -0,0 +1,47 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!--
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SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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SPDX-License-Identifier: GPL-3.0-or-later
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-->
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<interface domain="burn-my-windows">
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<object class="AdwExpanderRow" id="magic-lamp-prefs">
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<child>
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Animation Time [ms]</property>
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<child>
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<object class="GtkScale">
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<property name="valign">center</property>
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<property name="draw-value">1</property>
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<property name="digits">0</property>
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<property name="value-pos">left</property>
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<property name="width-request">300</property>
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<property name="adjustment">
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<object class="GtkAdjustment" id="magic-lamp-animation-time">
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<property name="upper">10000</property>
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<property name="lower">100</property>
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<property name="step-increment">1</property>
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<property name="page-increment">100</property>
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</object>
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</property>
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</object>
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</child>
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<child>
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<object class="GtkButton" id="reset-magic-lamp-animation-time">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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<style>
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<class name="flat" />
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</style>
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</object>
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</child>
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</object>
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</child>
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</object>
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</interface>
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@@ -318,6 +318,22 @@ SPDX-License-Identifier: CC0-1.0
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<description>The amount of shifting.</description>
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</key>
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<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
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<!-- Magic Lamp Options -->
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<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
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<key name="magic-lamp-enable-effect" type="b">
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<default>false</default>
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<summary>Magic Lamp Enable Effect</summary>
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<description>Use the magic lamp effect.</description>
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</key>
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<key name="magic-lamp-animation-time" type="i">
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<default>1500</default>
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<summary>Magic Lamp Animation Time</summary>
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<description>The time the magic lamp effect takes.</description>
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</key>
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<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
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<!-- Matrix Options -->
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<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
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@@ -0,0 +1,184 @@
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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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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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const {GObject, Graphene} = imports.gi;
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const _ = imports.gettext.domain('burn-my-windows').gettext;
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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 ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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var MagicLamp = class {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
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// Store uniform locations of newly created shaders.
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shader._uActorScale = shader.get_uniform_location('uActorScale');
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shader._uInitialPointerPos = shader.get_uniform_location('uInitialPointerPos');
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shader._uCurrentPointerPos = shader.get_uniform_location('uCurrentPointerPos');
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shader._uControlPointA = shader.get_uniform_location('uControlPointA');
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shader._uControlPointB = shader.get_uniform_location('uControlPointB');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation',
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(shader, settings, forOpening, testMode, actor) => {
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this._initialPointerPos = null;
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this._controlPointA = null;
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this._controlPointB = null;
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shader.set_uniform_float(shader._uActorScale, 2, [
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2.0 * Math.max(1.0, global.stage.width / actor.width),
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2.0 * Math.max(1.0, global.stage.height / actor.height)
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]);
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this._actor = actor;
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});
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shader.connect('update-animation', (shader) => {
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const convertCoords = coords => {
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const [ok, localX, localY] =
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this._actor.transform_stage_point(coords[0], coords[1]);
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const scale = [
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2.0 * Math.max(1.0, global.stage.width / this._actor.width),
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2.0 * Math.max(1.0, global.stage.height / this._actor.height)
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];
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return [
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ok,
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localX / this._actor.width * scale[0] + 0.5 - scale[0] * 0.5,
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localY / this._actor.height * scale[1] + 0.5 - scale[1] * 0.5,
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];
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};
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const pointer = global.get_pointer();
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{
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const [ok, x, y] = convertCoords(pointer);
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if (ok) {
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if (!this._initialPointerPos) {
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this._initialPointerPos = [x, y];
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shader.set_uniform_float(shader._uInitialPointerPos, 2, [x, y]);
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}
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shader.set_uniform_float(shader._uCurrentPointerPos, 2, [x, y]);
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}
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}
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{
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const center = this._actor.apply_transform_to_point(new Graphene.Point3D(
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{x: this._actor.width / 2, y: this._actor.height / 2, z: 0}));
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const controlPointA =
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[pointer[0] * 0.33 + 0.66 * center.x, pointer[1] * 0.33 + 0.66 * center.y];
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if (!this._controlPointA) {
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this._controlPointA = controlPointA;
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} else {
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this._controlPointA = [
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this._controlPointA[0] * 0.99 + controlPointA[0] * 0.01,
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this._controlPointA[1] * 0.99 + controlPointA[1] * 0.01
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];
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}
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const [ok, x, y] = convertCoords(this._controlPointA);
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shader.set_uniform_float(shader._uControlPointA, 2, [x, y]);
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}
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{
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const center = this._actor.apply_transform_to_point(new Graphene.Point3D(
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{x: this._actor.width / 2, y: this._actor.height / 2, z: 0}));
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const controlPointB =
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[pointer[0] * 0.66 + 0.33 * center.x, pointer[1] * 0.66 + 0.33 * center.y];
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if (!this._controlPointB) {
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this._controlPointB = controlPointB;
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} else {
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this._controlPointB = [
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this._controlPointB[0] * 0.95 + controlPointB[0] * 0.05,
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this._controlPointB[1] * 0.95 + controlPointB[1] * 0.05
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];
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}
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const [ok, x, y] = convertCoords(this._controlPointB);
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shader.set_uniform_float(shader._uControlPointB, 2, [x, y]);
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}
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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// The effect is not available on GNOME Shell 3.36 as it requires scaling of the window
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// actor.
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getMinShellVersion() {
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return [3, 38];
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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. '*-enable-effect'), and its animation time
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// (e.g. '*-animation-time').
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getNick() {
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return 'magic-lamp';
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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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getLabel() {
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return _('Magic Lamp');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog whenever a new effect profile is loaded. It
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// binds all user interface elements to the respective settings keys of the profile.
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bindPreferences(dialog) {
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dialog.bindAdjustment('magic-lamp-animation-time');
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// dialog.bindAdjustment('doom-horizontal-scale');
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// dialog.bindAdjustment('doom-vertical-scale');
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// dialog.bindAdjustment('doom-pixel-size');
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}
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// ---------------------------------------------------------------- API for extension.js
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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// For this effect, we scale the actor vertically so that it covers the entire screen.
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// This ensures that the melted window will not be cut off.
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getActorScale(settings, forOpening, actor) {
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// return {x: 1.0, y: 1.0};
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return {
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x: 2.0 * Math.max(1.0, global.stage.width / actor.width),
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y: 2.0 * Math.max(1.0, global.stage.height / actor.height)
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};
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}
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}
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Reference in New Issue
Block a user