////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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; ////////////////////////////////////////////////////////////////////////////////////////// // This effect lets your windows be carried to the realm of dreams by some little // // fairies. It's implemented with several overlaid grids of randomly moving points. // ////////////////////////////////////////////////////////////////////////////////////////// // 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 WispsEffect = class WispsEffect { // ---------------------------------------------------------------------------- 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. the '*-close-effect'). static getNick() { return 'wisps'; } // 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 'Wisps'; } // -------------------------------------------------------------------- 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/${utils.getGTKString()}/wispsPage.ui`); // Bind all properties. dialog.bindAdjustment('wisps-animation-time'); dialog.bindColorButton('wisps-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('wisps-prefs'), WispsEffect.getNick(), WispsEffect.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('wisps-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 not faded but scaled down a // tiny bit. tweakTransition('opacity', 255); tweakTransition('scale-x', 0.9); tweakTransition('scale-y', 0.9); } } ////////////////////////////////////////////////////////////////////////////////////////// // 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) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1]; this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} ${shaderSnippets.noise()} const vec2 SEED = vec2(${Math.random()}, ${Math.random()}); const float WISPS_RADIUS = 20.0; const float WISPS_SPEED = 10.0; const float WISPS_SPACING = 40 + WISPS_RADIUS; const int WISPS_LAYERS = 8; const float WISPS_IN_TIME = 0.5; const float WINDOW_OUT_TIME = 1.0; // Returns a grid of randomly moving points. Each grid cell contains one point which // moves on an ellipse. float getWisps(vec2 texCoords, float gridSize, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY); // Apply global scale. coords /= gridSize; // Get grid cell coordinates in [0..1]. vec2 cellUV = mod(coords, vec2(1)); // This is unique for each cell. vec2 cellID = coords-cellUV + vec2(362.456); // Add random rotation, scale and offset to each grid cell. float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED; float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129)); float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS; float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949)); vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1))); offset *= 0.5 - 0.5 * radius / gridSize; offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation), offset.x * sin(rotation) + offset.y * cos(rotation)); cellUV += offset; // Use distance to center of shifted / rotated UV coordinates to draw a glaring point. float dist = length(cellUV - 0.5) * gridSize / radius; if (dist < 1.0) { return min(10, 0.01 / pow(dist, 2.0)); } return 0.0; } void main() { // Get the color of the window. vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); vec4 effectColor = vec4(${color.red / 255}, ${color.green / 255}, ${color.blue / 255}, 1.0) * windowColor.a; // Compute several layers of moving wisps. vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, uProgress) + 0.5; float wisps = 0; for (int i=0; i