////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; ////////////////////////////////////////////////////////////////////////////////////////// // The Matrix shader multiplies a grid of random letters with some gradients which are // // moving from top to bottom. The speed of the moving gradients is chosen randomly. // // Also, there is a random delay making the gradients not drop all at the same time. // // This effect is not available on GNOME 3.3x, due to the limitation described in the // // documentation of vfunc_paint_target further down in this file. // ////////////////////////////////////////////////////////////////////////////////////////// // 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 MatrixEffect = class MatrixEffect { // ---------------------------------------------------------------------------- metadata // This effect is only available on GNOME Shell 40+. static getMinShellVersion() { return [40, 0]; } // 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. the '*-close-effect'). static getNick() { return 'matrix'; } // 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 'Matrix'; } // -------------------------------------------------------------------- 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 initPreferences(dialog) { // Add the settings page to the builder. dialog.getBuilder().add_from_resource('/ui/gtk4/matrixPage.ui'); // Bind all properties. dialog.bindAdjustment('matrix-animation-time'); dialog.bindAdjustment('matrix-scale'); dialog.bindAdjustment('matrix-randomness'); dialog.bindColorButton('matrix-trail-color'); dialog.bindColorButton('matrix-tip-color'); // Finally, append the settings page to the main stack. const stack = dialog.getBuilder().get_object('main-stack'); stack.add_titled( dialog.getBuilder().get_object('matrix-prefs'), MatrixEffect.getNick(), MatrixEffect.getLabel()); } // ---------------------------------------------------------------- API for extension.js // This is called from extension.js whenever a window is closed with this effect. static createShader(settings) { return new Shader(settings); } // This is also called from extension.js. It is used to tweak the ongoing transitions of // the actor - usually windows are faded to transparency and scaled down slightly by // GNOME Shell. Here, we modify this behavior as well as the transition duration. static tweakTransitions(actor, settings) { const animationTime = settings.get_int('matrix-animation-time'); const tweakTransition = (property, value) => { const transition = actor.get_transition(property); if (transition) { transition.set_to(value); transition.set_duration(animationTime); } }; // We re-target these transitions so that the window is neither scaled nor faded. tweakTransition('opacity', 255); tweakTransition('scale-x', 1); tweakTransition('scale-y', 1); } } ////////////////////////////////////////////////////////////////////////////////////////// // 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, GdkPixbuf, Cogl} = imports.gi; const shaderSnippets = Me.imports.src.shaderSnippets; Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { _init(settings) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // Load the font 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! const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png'); this._fontTexture = new Clutter.Image(); this._fontTexture.set_data( fontData.get_pixels(), fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888, fontData.width, fontData.height, fontData.rowstride); const trailColor = Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1]; const tipColor = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1]; // The technique for this effect was inspired by // https://www.shadertoy.com/view/ldccW4, however the implementation is quite // different as the letters drop only once and there is no need for a noise texture. this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} uniform sampler2D uFontTexture; // These may be configurable in the future. const float EDGE_FADE = 30; const float FADE_WIDTH = 150; const float TRAIL_LENGTH = 0.2; const float FINAL_FADE_START_TIME = 0.8; const float LETTER_TILES = 16.0; const float LETTER_SIZE = ${settings.get_int('matrix-scale')}; const float LETTER_FLICKER_SPEED = 2.0; const float RANDOMNESS = ${settings.get_double('matrix-randomness')}; // This returns a flickering grid of random letters. float getText(vec2 fragCoord) { vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY); vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE; vec2 block = pixelCoords/LETTER_SIZE - uv; // Choose random letter. uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES); return texture2D(uFontTexture, uv/LETTER_TILES).r; } // This returns two values: The first are gradients for the "raindrops" which move // from top to bottom. This is used for fading the letters. The second value is set // to one below each drop and to zero above it. This second value is used for fading // the window texture. vec2 getRain(vec2 fragCoord) { vec2 coords = fragCoord * vec2(uSizeX, uSizeY); coords.x -= mod(coords.x, LETTER_SIZE); float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS); float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5; float distToDrop = (uProgress*2-delay)*speed - fragCoord.y; float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0; float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH; return vec2(rainAlpha, windowAlpha); } void main() { // Get a cool matrix effect. See comments for those methods above. vec2 rain = getRain(cogl_tex_coord_in[0].st); float text = getText(cogl_tex_coord_in[0].st); // Get the window texture and fade it according to the effect mask. cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * rain.y; // This is used to fade out the remaining trails in the end. float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/ (1-FINAL_FADE_START_TIME), 0, 1); float rainAlpha = finalFade * rain.x; // Fade at window borders. vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY); rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1); rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1); rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1); rainAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1); // Add the matrix effect to the window. vec3 trailColor = vec3(${trailColor.red / 255}, ${trailColor.green / 255}, ${trailColor.blue / 255}); vec3 tipColor = vec3(${tipColor.red / 255}, ${tipColor.green / 255}, ${tipColor.blue / 255}); cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(vec3(text), 1); // cogl_color_out = vec4(vec3(rain.x), 1); // cogl_color_out = vec4(vec3(rain.y), 1); } `); }; // This is overridden to bind the font 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._fontTexture.get_texture()); this.set_uniform_value('uFontTexture', 1); super.vfunc_paint_target(node, paint_context); } }); }