237 lines
11 KiB
JavaScript
237 lines
11 KiB
JavaScript
//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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const GObject = imports.gi.GObject;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect shatters the window into pieces. For an explanation how this works, look //
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// further down in this file into the documentation of the Shader class. This effect is //
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// not available on GNOME 3.3x, due to the limitation described in the documentation //
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// of vfunc_paint_target further down in this file. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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let Shader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// the settings dialog, as well as to create the actual shader for the effect.
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var BrokenGlass = class BrokenGlass {
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// ---------------------------------------------------------------------------- metadata
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// This effect is only available on GNOME Shell 40+.
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static getMinShellVersion() {
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return [40, 0];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. '*-close-effect'), and its animation time
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// (e.g. '*-animation-time').
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static getNick() {
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return 'broken-glass';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return 'Broken Glass';
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog. It loads the settings page for this effect,
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// binds all properties to the settings and appends the page to the main stack of the
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// preferences dialog.
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static getPreferences(dialog) {
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// Add the settings page to the builder.
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dialog.getBuilder().add_from_resource('/ui/gtk4/BrokenGlass.ui');
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// Bind all properties.
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dialog.bindAdjustment('broken-glass-animation-time');
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dialog.bindAdjustment('broken-glass-scale');
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dialog.bindAdjustment('broken-glass-gravity');
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dialog.bindAdjustment('broken-glass-blow-force');
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dialog.bindSwitch('broken-glass-use-pointer');
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// Finally, return the new settings page.
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return dialog.getBuilder().get_object('broken-glass-prefs');
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}
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(actor, settings, forOpening) {
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return new Shader(actor, settings, forOpening);
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}
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// This is also called from extension.js. It is used to tweak a window's open / close
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// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
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// forOpening is set to true if this is called for a window-open transition, for a
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// window-close transition it is set to false. The modes can be set to any value from
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// here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. This also
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// determines how the uProgress uniform value will progress in the shader.
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// For this effect, windows are set to twice their original size, so that
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// we have some space to draw the shards. We also set the animation mode to "Linear".
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static tweakTransition(actor, settings, forOpening) {
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return {
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'opacity': {from: 255, to: 255, mode: 1},
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'scale-x': {from: 2.0, to: 2.0, mode: 1},
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'scale-y': {from: 2.0, to: 2.0, mode: 1}
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};
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect will only be registered in GNOME Shell's process //
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// (not in the preferences process). It's done this way as Clutter may not be installed //
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// on the system and therefore the preferences would crash. //
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//////////////////////////////////////////////////////////////////////////////////////////
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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// This shader creates a complex-looking effect with rather simple means. Here is how it
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// works: The window is drawn five times on top of each other (see the SHARD_LAYERS
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// constant in the GLSL code). Each layer only draws some of the shards, all layers
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// combined make up the entire window. The layers are then scaled, rotated, and moved
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// independently from each other - this creates the impression that all shards are
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// moving independently. In reality, there are only five groups of shards! Which shard
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// belongs to which layer is defined by the green channel of the texture
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// resources/img/shards.png. The red channel of the texture contains the distance to the
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// shard edges. This information is used to fade out the shards.
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(actor, settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the shards texture. As the shader is re-created for each window animation,
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// this texture is also re-created each time. This could be improved in the future!
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const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
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this._shardTexture = new Clutter.Image();
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this._shardTexture.set_data(
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shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardData.width,
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shardData.height, shardData.rowstride);
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// Usually, the shards fly away from the center of the window.
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let epicenterX = 0.5;
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let epicenterY = 0.5;
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// However, if this option is set, we use the mouse pointer position.
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if (settings.get_boolean('broken-glass-use-pointer')) {
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const [x, y] = global.get_pointer();
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const [ok, localX, localY] = actor.transform_stage_point(x, y);
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epicenterX = localX / actor.width;
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epicenterY = localY / actor.height;
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}
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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uniform sampler2D uShardTexture;
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
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const float SHARD_LAYERS = 5;
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const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY});
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const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} *
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${settings.get_double('broken-glass-gravity')};
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void main() {
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cogl_color_out = vec4(0, 0, 0, 0);
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float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
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// Draw the individual shard layers.
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for (float i=0; i<SHARD_LAYERS; ++i) {
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// To enable drawing shards outside of the window bounds, the actor was scaled
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// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
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// window gets drawn at the correct position again.
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
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// Scale and rotate around our epicenter.
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coords -= EPICENTER;
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// Scale each layer a bit differently.
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coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, progress);
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// Rotate each layer a bit differently.
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float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
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coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
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coords.x * sin(rotation) + coords.y * cos(rotation));
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// Move down each layer a bit.
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float gravity = GRAVITY*0.1*(i+1)*progress*progress;
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coords += vec2(0, gravity);
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// Restore correct position.
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coords += EPICENTER;
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// Retrieve information from the shard texture for our layer.
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vec2 shardCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / SHARD_SCALE / 500.0;
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vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
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// The green channel contains a random value in [0..1] for each shard. We
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// discretize this into SHARD_LAYERS bins and check if our layer falls into
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// the bin of the current shard.
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float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
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if (shardGroup == i) {
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vec4 windowColor = texture2D(uTexture, coords);
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// Dissolve the shard by using distance information from the red channel.
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float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1: 0;
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cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
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}
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}
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}
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`);
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};
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// This is overridden to bind the shard texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
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// get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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// Use linear filtering for the window texture.
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pipeline.set_layer_filters(
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0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR);
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// Bind the shard texture.
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pipeline.set_layer_texture(1, this._shardTexture.get_texture());
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pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
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this.set_uniform_value('uShardTexture', 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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} |