311 lines
14 KiB
JavaScript
311 lines
14 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 _ = imports.gettext.domain('burn-my-windows').gettext;
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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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// The Matrix shader multiplies a grid of random letters with some gradients which are //
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// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
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// Also, there is a random delay making the gradients not drop all at the same time. //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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// documentation 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. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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// This texture will be loaded when the effect is used for the first time.
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let fontTexture = 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 Matrix = class Matrix {
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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 'matrix';
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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 _('Matrix');
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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/Matrix.ui');
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// Bind all properties.
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dialog.bindAdjustment('matrix-animation-time');
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dialog.bindAdjustment('matrix-scale');
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dialog.bindAdjustment('matrix-randomness');
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dialog.bindAdjustment('matrix-overshoot');
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dialog.bindColorButton('matrix-trail-color');
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dialog.bindColorButton('matrix-tip-color');
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// Finally, return the new settings page.
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return dialog.getBuilder().get_object('matrix-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 opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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// The tweakTransition() is called from extension.js 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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// The parameter 'forOpening' is set to true if this is called for a window-open
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// transition, for a window-close transition it is set to false. The modes can be set to
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// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
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// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
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// current value of the opacity transition is passed as uProgress to the shader.
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// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
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// For this effect, windows should not be faded but scaled vertically to allow for some
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// overshooting.
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static tweakTransition(actor, settings, forOpening) {
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const yScale = 1.0 + settings.get_double('matrix-overshoot');
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return {
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'opacity': {from: 255, to: 255, mode: 1},
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'scale-x': {from: 1.0, to: 1.0, mode: 1},
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'scale-y': {from: yScale, to: yScale, mode: 1}
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};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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freeShaders = [];
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fontTexture = null;
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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, Shell} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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// store all required uniform locations.
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_init() {
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super._init();
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// Load the font texture.
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if (fontTexture == null) {
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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fontTexture = new Clutter.Image();
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fontTexture.set_data(
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fontData.get_pixels(),
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.width, fontData.height, fontData.rowstride);
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}
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uFontTexture = this.get_uniform_location('uFontTexture');
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this._uTrailColor = this.get_uniform_location('uTrailColor');
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this._uTipColor = this.get_uniform_location('uTipColor');
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this._uLetterSize = this.get_uniform_location('uLetterSize');
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this._uRandomness = this.get_uniform_location('uRandomness');
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this._uOverShoot = this.get_uniform_location('uOverShoot');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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// configuration from the settings and update all uniforms accordingly.
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setUniforms(actor, settings, forOpening) {
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const c1 = Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
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const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
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this.set_uniform_float(this._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
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this.set_uniform_float(this._uLetterSize, 1, [settings.get_int('matrix-scale')]);
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this.set_uniform_float(this._uRandomness, 1, [settings.get_double('matrix-randomness')]);
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this.set_uniform_float(this._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
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// clang-format on
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}
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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// This is called by the constructor. This is means it's only called when the effect
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// is used for the first time. The technique for this effect was inspired by
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// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
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// different as the letters drop only once and there is no need for a noise texture.
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vfunc_build_pipeline() {
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const declarations = `
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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${shaderSnippets.compositing()}
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uniform bool uForOpening;
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uniform sampler2D uFontTexture;
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uniform vec3 uTrailColor;
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uniform vec3 uTipColor;
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uniform float uLetterSize;
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uniform float uRandomness;
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uniform float uOverShoot;
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_FLICKER_SPEED = 2.0;
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize;
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vec2 block = pixelCoords/uLetterSize - uv;
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// Choose random letter.
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uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
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return texture2D(uFontTexture, uv/LETTER_TILES).r;
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}
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// This returns two values: The first are gradients for the "raindrops" which move
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// from top to bottom. This is used for fading the letters. The second value is set
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// to one below each drop and to zero above it. This second value is used for fading
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// the window texture.
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vec2 getRain(vec2 fragCoord) {
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float column = cogl_tex_coord_in[0].x * uSizeX;
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column -= mod(column, uLetterSize);
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float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, uRandomness);
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float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
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float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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// Fade at window borders.
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
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// Add some variation to the drop start and end position.
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float shorten = fract(sin(column+42.0)*33.423) * mix(0.0, uOverShoot*0.25, uRandomness);
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rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
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rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
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if (uForOpening) {
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windowAlpha = 1.0 - windowAlpha;
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}
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return vec2(rainAlpha, windowAlpha);
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}
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`;
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const code = `
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vec2 coords = cogl_tex_coord_in[0].st;
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coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rainMask = getRain(coords);
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float textMask = getText(coords);
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, coords);
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cogl_color_out.a *= rainMask.y;
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// This is used to fade out the remaining trails in the end.
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float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
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(1-FINAL_FADE_START_TIME), 0, 1);
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float rainAlpha = finalFade * rainMask.x;
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// Add the matrix effect to the window.
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vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha+0.1, 4))), rainAlpha * textMask);
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cogl_color_out = alphaOver(cogl_color_out, text);
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(textMask), 1);
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// cogl_color_out = vec4(vec3(rainMask.x), 1);
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// cogl_color_out = vec4(vec3(rainMask.y), 1);
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`;
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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}
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// This is overridden to bind the font 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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pipeline.set_layer_texture(1, fontTexture.get_texture());
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pipeline.set_uniform_1i(this._uFontTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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} |