////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// 'use strict'; const GObject = imports.gi.GObject; const _ = imports.gettext.domain('burn-my-windows').gettext; const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; ////////////////////////////////////////////////////////////////////////////////////////// // This effect looks a bit like the transporter effect from TNG. // ////////////////////////////////////////////////////////////////////////////////////////// // The shader class for this effect is registered further down in this file. let Shader = null; // The effect class is completely static. It can be used to get some metadata (like the // effect's name or supported GNOME Shell versions), to initialize the respective page of // the settings dialog, as well as to create the actual shader for the effect. var EnergizeB = class EnergizeB { // ---------------------------------------------------------------------------- metadata // The effect is available on all GNOME Shell versions supported by this extension. static getMinShellVersion() { return [3, 36]; } // This will be called in various places where a unique identifier for this effect is // required. It should match the prefix of the settings keys which store whether the // effect is enabled currently (e.g. '*-close-effect'), and its animation time // (e.g. '*-animation-time'). static getNick() { return 'energize-b'; } // This will be shown in the sidebar of the preferences dialog as well as in the // drop-down menus where the user can choose the effect. static getLabel() { return _('Energize B'); } // -------------------------------------------------------------------- API for prefs.js // This is called by the preferences dialog. It loads the settings page for this effect, // binds all properties to the settings and appends the page to the main stack of the // preferences dialog. static getPreferences(dialog) { // Add the settings page to the builder. dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/EnergizeB.ui`); // Bind all properties. dialog.bindAdjustment('energize-b-animation-time'); dialog.bindAdjustment('energize-b-scale'); dialog.bindColorButton('energize-b-color'); // Finally, return the new settings page. return dialog.getBuilder().get_object('energize-b-prefs'); } // ---------------------------------------------------------------- API for extension.js // This is called from extension.js whenever a window is closed with this effect. static createShader(actor, settings, forOpening) { return new Shader(settings, forOpening); } // The tweakTransition() is called from extension.js to tweak a window's open / close // transitions - usually windows are faded in / out and scaled up / down by GNOME Shell. // The parameter 'forOpening' is set to true if this is called for a window-open // transition, for a window-close transition it is set to false. The modes can be set to // any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. // The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The // current value of the opacity transition is passed as uProgress to the shader. // Tweaking the actor's scale during the transition only works properly for GNOME 3.38+. // For this effect, windows should neither be scaled nor faded. static tweakTransition(actor, settings, forOpening) { return { 'opacity': {from: 255, to: 255, mode: 3}, 'scale-x': {from: 1.0, to: 1.0, mode: 3}, 'scale-y': {from: 1.0, to: 1.0, mode: 3} }; } } ////////////////////////////////////////////////////////////////////////////////////////// // The shader class for this effect will only be registered in GNOME Shell's process // // (not in the preferences process). It's done this way as Clutter may not be installed // // on the system and therefore the preferences would crash. // ////////////////////////////////////////////////////////////////////////////////////////// if (utils.isInShellProcess()) { const Clutter = imports.gi.Clutter; const shaderSnippets = Me.imports.src.shaderSnippets; Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { _init(settings, forOpening) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} ${shaderSnippets.edgeMask()} const vec2 SEED = vec2(${Math.random()}, ${Math.random()}); const float SHOWER_TIME = 0.3; const float SHOWER_WIDTH = 0.3; const float STREAK_TIME = 0.6; const float EDGE_FADE = 50; const float SCALE = ${settings.get_double('energize-b-scale')}; // This method returns four values: // result.x: A mask for the particles which lead the shower. // result.y: A mask for the streaks which follow the shower particles. // result.z: A mask for the final "atom" particles. // result.w: The opacity of the fading window. vec4 getMasks() { float showerProgress = uProgress/SHOWER_TIME; float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1); float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1); // Gradient from top to bottom. float t = cogl_tex_coord_in[0].t; // A smooth gradient which moves to the bottom within the showerProgress. float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH); // This is 1 above the streak mask. float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0; // Compute mask for the "atom" particles. float atomMask = getRelativeEdgeMask(0.2); atomMask = max(0, atomMask - showerMask); atomMask *= streakMask; atomMask *= sqrt(1-fadeProgress*fadeProgress); // Make some particles visible in the streaks. showerMask += 0.05 * streakMask; // Add shower mask to streak mask. streakMask = max(streakMask, showerMask); // Fade-out the masks at the window edges. float edgeFade = getAbsoluteEdgeMask(EDGE_FADE); streakMask *= edgeFade; showerMask *= edgeFade; // Fade-out the masks from top to bottom. float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress); streakMask *= fade; showerMask *= fade; // Compute fading window opacity. float windowMask = pow(1.0 - fadeProgress, 2.0); #if ${forOpening ? '1' : '0'} windowMask = 1.0 - windowMask; #endif return vec4(showerMask, streakMask, atomMask, windowMask); } void main() { vec4 masks = getMasks(); vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); vec3 effectColor = vec3(${color.red / 255}, ${color.green / 255}, ${color.blue / 255}); // Dissolve window to effect color / transparency. cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w; // Add leading shower particles. vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME); showerUV *= 0.02 * vec2(uSizeX, uSizeY) / SCALE; float shower = pow(simplex2D(showerUV), 10.0); cogl_color_out.rgb += effectColor * shower * masks.x; // Add trailing streak lines. vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME); streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / SCALE; float streaks = simplex2DFractal(streakUV) * 0.5; cogl_color_out.rgb += effectColor * streaks * masks.y; // Add glimmering atoms. vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME); atomUV *= 0.2 * vec2(uSizeX, uSizeY) / SCALE; float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0); cogl_color_out.rgb += effectColor * atoms * masks.z; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(masks.rgb, 1.0); // cogl_color_out = vec4(vec3(masks.x), 1.0); // cogl_color_out = vec4(vec3(masks.y), 1.0); // cogl_color_out = vec4(vec3(masks.z), 1.0); // cogl_color_out = vec4(vec3(masks.w), 1.0); // cogl_color_out = vec4(vec3(shower), 1.0); // cogl_color_out = vec4(vec3(streaks), 1.0); // cogl_color_out = vec4(vec3(atoms), 1.0); } `); }; }); }