////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// 'use strict'; const {Clutter, GObject, GdkPixbuf, Cogl} = imports.gi; const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const shaderSnippets = Me.imports.src.extension.shaderSnippets; ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// var TRexShader = GObject.registerClass({Properties: {}, Signals: {}}, class TRexShader extends Clutter.ShaderEffect { _init(settings) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // Load the claw texture. As the shader is re-created for each window animation, this // texture is also re-created each time. This could be improved in the future! // See assets/README.md for how this texture was created. const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png'); this._clawTexture = new Clutter.Image(); this._clawTexture.set_data( clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width, clawData.height, clawData.rowstride); const color = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1]; this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} // See assets/README.md for how this texture was created. uniform sampler2D uClawTexture; const vec2 SEED = vec2(${Math.random()}, ${Math.random()}); const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')}; const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')}; const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')}; const float FLASH_INTENSITY = 0.1; const float MAX_SPAWN_TIME = 0.5; // Scratches will only start in the first half of the animation. const float FF_TIME = 0.5; // Relative time for the final fade to transparency. // This method generates a grid of randomly rotated, slightly shifted and scaled // UV squares. It returns the texture coords of the UV square at the given actor // coordinates. If these do not fall into one of the UV grids, the coordinates of // the closest UV grid will be clamped and returned. vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = texCoords + rand2(seed); coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0); // Apply global scale. coords *= gridScale; // Get grid cell coordinates in [0..1]. vec2 cellUV = mod(coords, vec2(1)); // This is unique for each cell. vec2 cellID = coords-cellUV + vec2(362.456); // Add random rotation, scale and offset to each grid cell. float scale = mix(0.8, 1.0, rand(cellID*seed*134.451)); float offsetX = mix(0.0, 1.0 - scale, rand(cellID*seed*54.4129)); float offsetY = mix(0.0, 1.0 - scale, rand(cellID*seed*25.3089)); float rotation = mix(0.0, 2.0 * 3.141, rand(cellID*seed*2.99837)); cellUV -= vec2(offsetX, offsetY); cellUV /= scale; cellUV -= 0.5; cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation), cellUV.x * sin(rotation) + cellUV.y * cos(rotation)); cellUV += 0.5; // Clamp resulting coordinates. return clamp(cellUV, vec2(0), vec2(1)); } void main() { // Warp the texture coordinates to create a blow-up effect. vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0; float dist = length(coords); coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5; coords = mix(cogl_tex_coord_in[0].st, coords, uProgress); // Accumulate several random scratches. The color in the scratch map refers to the // relative time when the respective part will become invisible. Therefore we can // add a value to make the scratch appear later. float scratchMap = 1.0; for (int i=0; i uProgress ? 1 : 0); // Add colorful flashes. float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1; if (flashIntensity < 0 || flashIntensity >= 1) { flashIntensity = 0; } vec3 flashColor = vec3(${color.red / 255}, ${color.green / 255}, ${color.blue / 255}) * ${color.alpha / 255}; cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), uProgress); // Fade out the remaining shards. float fade = smoothstep(0, 1, 1 - clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1)); cogl_color_out *= fade; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(vec3(flashIntensity), 1); // cogl_color_out = vec4(vec3(scratchMap), 1); } `); }; // This is overridden to bind the claw texture for drawing. Sadly, this seems to be // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called // get_target() back then but this is not wrapped in GJS. // https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598 vfunc_paint_target(node, paint_context) { const pipeline = this.get_pipeline(); pipeline.set_layer_texture(1, this._clawTexture.get_texture()); this.set_uniform_value('uClawTexture', 1); super.vfunc_paint_target(node, paint_context); } });