220 lines
9.6 KiB
JavaScript
220 lines
9.6 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 lets your windows be carried to the realm of dreams by some little //
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// fairies. It's implemented with several overlaid grids of randomly moving points. //
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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 WispsEffect = class WispsEffect {
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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. the '*-close-effect').
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static getNick() {
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return 'wisps';
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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 'Wisps';
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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 initPreferences(dialog) {
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// Add the settings page to the builder.
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dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/wispsPage.ui`);
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// Bind all properties.
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dialog.bindAdjustment('wisps-animation-time');
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dialog.bindColorButton('wisps-color');
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// Finally, append the settings page to the main stack.
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(
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dialog.getBuilder().get_object('wisps-prefs'), WispsEffect.getNick(),
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WispsEffect.getLabel());
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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(settings) {
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return new Shader(settings);
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}
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// This is also called from extension.js. It is used to tweak the ongoing transitions of
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// the actor - usually windows are faded to transparency and scaled down slightly by
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// GNOME Shell. Here, we modify this behavior as well as the transition duration.
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static tweakTransitions(actor, settings) {
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const animationTime = settings.get_int('wisps-animation-time');
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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}
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};
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// We re-target these transitions so that the window is not faded but scaled down a
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// tiny bit.
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 0.9);
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tweakTransition('scale-y', 0.9);
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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) {
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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('wisps-color'))[1];
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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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${shaderSnippets.noise()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float WISPS_RADIUS = 20.0;
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const float WISPS_SPEED = 10.0;
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const float WISPS_SPACING = 40 + WISPS_RADIUS;
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const int WISPS_LAYERS = 8;
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const float WISPS_IN_TIME = 0.5;
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const float WINDOW_OUT_TIME = 1.0;
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// Returns a grid of randomly moving points. Each grid cell contains one point which
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// moves on an ellipse.
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float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
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// Apply global scale.
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coords /= gridSize;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
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float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
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float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
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float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
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vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
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offset *= 0.5 - 0.5 * radius / gridSize;
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset.x * sin(rotation) + offset.y * cos(rotation));
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cellUV += offset;
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// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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return min(10, 0.01 / pow(dist, 2.0));
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}
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return 0.0;
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}
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void main() {
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// Get the color of the window.
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec4 effectColor = vec4(${color.red / 255},
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${color.green / 255},
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${color.blue / 255}, 1.0) * windowColor.a;
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// Compute several layers of moving wisps.
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vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, uProgress) + 0.5;
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float wisps = 0;
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for (int i=0; i<WISPS_LAYERS; ++i) {
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wisps += getWisps(uv*0.3, WISPS_SPACING, SEED * (i+1));
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}
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// Compute shrinking edge mask.
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float edgeFadeWidth = mix(0.01, 0.5, uProgress);
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float mask = 1.0;
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mask *= smoothstep(0.0, 1.0, cogl_tex_coord_in[0].x / edgeFadeWidth);
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mask *= smoothstep(0.0, 1.0, cogl_tex_coord_in[0].y / edgeFadeWidth);
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mask *= smoothstep(0.0, 1.0, (1.0 - cogl_tex_coord_in[0].x) / edgeFadeWidth);
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mask *= smoothstep(0.0, 1.0, (1.0 - cogl_tex_coord_in[0].y) / edgeFadeWidth);
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// Compute three different progress values.
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float wispsIn = smoothstep(0, 1, clamp(uProgress/WISPS_IN_TIME, 0, 1));
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float wispsOut = smoothstep(0, 1, clamp((uProgress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
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float windowOut = smoothstep(0, 1, clamp(uProgress/WINDOW_OUT_TIME, 0, 1));
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// Use a noise function to dissolve the window.
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float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
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float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0));
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cogl_color_out = windowColor * windowMask * mask;
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// Add the wisps.
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cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * effectColor * mask;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(windowMask), 1.0);
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// cogl_color_out = vec4(vec3(wisps), 1.0);
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// cogl_color_out = vec4(vec3(noise), 1.0);
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// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
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}
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`);
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};
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});
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} |