231 lines
10 KiB
JavaScript
231 lines
10 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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// This effect looks a bit like the transporter effect from TNG. //
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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 EnergizeB = class EnergizeB {
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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static getMinShellVersion() {
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return [3, 36];
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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 'energize-b';
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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 _('Energize B');
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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/${utils.getGTKString()}/EnergizeB.ui`);
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// Bind all properties.
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dialog.bindAdjustment('energize-b-animation-time');
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dialog.bindAdjustment('energize-b-scale');
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dialog.bindColorButton('energize-b-color');
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// Finally, return the new settings page.
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return dialog.getBuilder().get_object('energize-b-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(settings, forOpening);
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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 neither be scaled nor faded.
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static tweakTransition(actor, settings, forOpening) {
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return {
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'opacity': {from: 255, to: 255, mode: 3},
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'scale-x': {from: 1.0, to: 1.0, mode: 3},
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'scale-y': {from: 1.0, to: 1.0, mode: 3}
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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 = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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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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${shaderSnippets.noise()}
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${shaderSnippets.edgeMask()}
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float SHOWER_TIME = 0.3;
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const float SHOWER_WIDTH = 0.3;
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const float STREAK_TIME = 0.6;
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const float EDGE_FADE = 50;
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const float SCALE = ${settings.get_double('energize-b-scale')};
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// This method returns four values:
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// result.x: A mask for the particles which lead the shower.
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// result.y: A mask for the streaks which follow the shower particles.
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// result.z: A mask for the final "atom" particles.
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// result.w: The opacity of the fading window.
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vec4 getMasks() {
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float showerProgress = uProgress/SHOWER_TIME;
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float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
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float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t;
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// A smooth gradient which moves to the bottom within the showerProgress.
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float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
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// This is 1 above the streak mask.
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float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
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// Compute mask for the "atom" particles.
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float atomMask = getRelativeEdgeMask(0.2);
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atomMask = max(0, atomMask - showerMask);
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atomMask *= streakMask;
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atomMask *= sqrt(1-fadeProgress*fadeProgress);
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// Make some particles visible in the streaks.
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showerMask += 0.05 * streakMask;
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// Add shower mask to streak mask.
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streakMask = max(streakMask, showerMask);
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// Fade-out the masks at the window edges.
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float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
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streakMask *= edgeFade;
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showerMask *= edgeFade;
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// Fade-out the masks from top to bottom.
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float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
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streakMask *= fade;
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showerMask *= fade;
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// Compute fading window opacity.
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float windowMask = pow(1.0 - fadeProgress, 2.0);
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#if ${forOpening ? '1' : '0'}
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windowMask = 1.0 - windowMask;
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#endif
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return vec4(showerMask, streakMask, atomMask, windowMask);
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}
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void main() {
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vec4 masks = getMasks();
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec3 effectColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255});
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// Dissolve window to effect color / transparency.
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cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w;
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// Add leading shower particles.
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vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME);
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showerUV *= 0.02 * vec2(uSizeX, uSizeY) / SCALE;
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float shower = pow(simplex2D(showerUV), 10.0);
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cogl_color_out.rgb += effectColor * shower * masks.x;
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// Add trailing streak lines.
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vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
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streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / SCALE;
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float streaks = simplex2DFractal(streakUV) * 0.5;
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cogl_color_out.rgb += effectColor * streaks * masks.y;
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// Add glimmering atoms.
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vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME);
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atomUV *= 0.2 * vec2(uSizeX, uSizeY) / SCALE;
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float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
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cogl_color_out.rgb += effectColor * atoms * masks.z;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(masks.rgb, 1.0);
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// cogl_color_out = vec4(vec3(masks.x), 1.0);
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// cogl_color_out = vec4(vec3(masks.y), 1.0);
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// cogl_color_out = vec4(vec3(masks.z), 1.0);
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// cogl_color_out = vec4(vec3(masks.w), 1.0);
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// cogl_color_out = vec4(vec3(shower), 1.0);
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// cogl_color_out = vec4(vec3(streaks), 1.0);
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// cogl_color_out = vec4(vec3(atoms), 1.0);
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}
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`);
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};
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});
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} |