////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com // SPDX-License-Identifier: GPL-3.0-or-later // The content from common.glsl is automatically prepended to each shader effect. This // provides the standard input: // vec2 iTexCoord: Texture coordinates for retrieving the window input color. // bool uIsFullscreen: True if the window is maximized or in fullscreen mode. // bool uForOpening: True if a window-open animation is ongoing, false otherwise. // float uProgress: A value which transitions from 0 to 1 during the animation. // float uDuration: The duration of the current animation in seconds. // vec2 uSize: The size of uTexture in pixels. // float uPadding: The empty area around the actual window (e.g. where the shadow // is drawn). For now, this will only be set on GNOME. // Furthermore, there are two global methods for reading the window input color and // setting the shader output color. Both methods assume straight alpha: // vec4 getInputColor(vec2 coords) // void setOutputColor(vec4 outColor) uniform float uBrightness; uniform float uStretchR; uniform float uStretchG; uniform float uStretchB; float FadeInOut(float t, float power) { float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0; s = clamp(s,0.0,1.0); return s; } void main() { // Calculate the progression value based on the animation direction. // If opening, use uProgress as-is; if closing, invert the progression. float progress = uForOpening ? uProgress : 1.0 - uProgress; //progress will now go from 0.5 to 1.0 progress = mix(0.5,1.0,progress); // the UV vec2 uv = iTexCoord.st; //flipped the uv vec2 f = vec2(uv.x,1.0 - uv.y); // w is the wave float w = 0.0; //w will be used to calculate the the size of the wave float p = mix(0.0, 1.0 + 1.0, progress); w = 1.0 - abs(p - f.y); w = clamp(w,0.0,1.0); w = pow(w, mix(100.0,1.0,1.0) ); //starting output color vec4 oColor = vec4(0.0); // outputs for RGB is based on the color of the window, times uStreatch(RG and B), and another multipler for the brightness oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4)); oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4)); oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4)); //if you can think of a better way to handle the alpha ... try that if (oColor.r + oColor.g + oColor.b > 0.0) { oColor.a = getInputColor(uv).a ; } else { oColor.a = 0.0; } setOutputColor(oColor); }