[gnome] Update extensions for v46

This commit is contained in:
2024-04-03 12:59:14 -04:00
parent 3fb1ec63ae
commit 7421cdba8f
251 changed files with 15759 additions and 3153 deletions

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uniform sampler2D tex;
uniform float sigma;
uniform int dir;
uniform float brightness;
uniform float corner_radius;
uniform float width;
uniform float height;
float circleBounds(vec2 p, vec2 center, float clip_radius) {
vec2 delta = p - center;
float dist_squared = dot(delta, delta);
float outer_radius = clip_radius + 0.5;
if (dist_squared >= (outer_radius * outer_radius))
return 0.0;
float inner_radius = clip_radius - 0.5;
if (dist_squared <= (inner_radius * inner_radius))
return 1.0;
return outer_radius - sqrt(dist_squared);
}
vec4 shapeCorner(vec4 pixel, vec2 p, vec2 center, float clip_radius) {
float alpha = circleBounds(p, center, clip_radius);
return vec4(pixel.rgb * alpha, min(alpha, pixel.a));
}
vec4 getTexture(vec2 uv) {
if (uv.x < 2. / width)
uv.x = 2. / width;
if (uv.y < 2. / height)
uv.y = 2. / height;
if (uv.x > 1. - 3. / width)
uv.x = 1. - 3. / width;
if (uv.y > 1. - 3. / height)
uv.y = 1. - 3. / height;
return texture2D(tex, uv);
}
void main(void) {
vec2 uv = cogl_tex_coord_in[0].xy;
vec2 pos = uv * vec2(width, height);
vec2 direction = vec2(dir, (1.0 - dir));
float pixel_step;
if (dir == 0)
pixel_step = 1.0 / height;
else
pixel_step = 1.0 / width;
vec3 gauss_coefficient;
gauss_coefficient.x = 1.0 / (sqrt(2.0 * 3.14159265) * sigma);
gauss_coefficient.y = exp(-0.5 / (sigma * sigma));
gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y;
float gauss_coefficient_total = gauss_coefficient.x;
vec4 ret = getTexture(uv) * gauss_coefficient.x;
gauss_coefficient.xy *= gauss_coefficient.yz;
int n_steps = int(ceil(1.5 * sigma)) * 2;
for (int i = 1; i <= n_steps; i += 2) {
float coefficient_subtotal = gauss_coefficient.x;
gauss_coefficient.xy *= gauss_coefficient.yz;
coefficient_subtotal += gauss_coefficient.x;
float gauss_ratio = gauss_coefficient.x / coefficient_subtotal;
float foffset = float(i) + gauss_ratio;
vec2 offset = direction * foffset * pixel_step;
ret += getTexture(uv + offset) * coefficient_subtotal;
ret += getTexture(uv - offset) * coefficient_subtotal;
gauss_coefficient_total += 2.0 * coefficient_subtotal;
gauss_coefficient.xy *= gauss_coefficient.yz;
}
vec4 outColor = ret / gauss_coefficient_total;
// apply brightness and rounding on the second pass (dir==0 comes last)
if (dir == 0) {
// left side
if (pos.x < corner_radius) {
// top left corner
if (pos.y < corner_radius) {
outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., corner_radius + 2.), corner_radius);
// bottom left corner
} else if (pos.y > height - corner_radius) {
outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., height - corner_radius - 1.), corner_radius);
}
// right side
} else if (pos.x > width - corner_radius) {
// top right corner
if (pos.y < corner_radius) {
outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., corner_radius + 2.), corner_radius);
// bottom right corner
} else if (pos.y > height - corner_radius) {
outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., height - corner_radius - 1.), corner_radius);
}
}
outColor.rgb *= brightness;
}
cogl_color_out = outColor;
}

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import GLib from 'gi://GLib';
import GObject from 'gi://GObject';
import Clutter from 'gi://Clutter';
import Shell from 'gi://Shell';
const SHADER_PATH = GLib.filename_from_uri(GLib.uri_resolve_relative(import.meta.url, 'blur_effect.glsl', GLib.UriFlags.NONE))[0];
const get_shader_source = _ => {
try {
return Shell.get_file_contents_utf8_sync(SHADER_PATH);
} catch (e) {
console.warn(`[Blur my Shell] error loading shader from ${SHADER_PATH}: ${e}`);
return null;
}
};
export const BlurEffect = new GObject.registerClass({
GTypeName: "BlurEffect",
Properties: {
'radius': GObject.ParamSpec.double(
`radius`,
`Radius`,
`Blur radius`,
GObject.ParamFlags.READWRITE,
0.0, 2000.0,
200.0,
),
'brightness': GObject.ParamSpec.double(
`brightness`,
`Brightness`,
`Blur brightness`,
GObject.ParamFlags.READWRITE,
0.0, 1.0,
0.6,
),
'width': GObject.ParamSpec.double(
`width`,
`Width`,
`Width`,
GObject.ParamFlags.READWRITE,
0.0, Number.MAX_SAFE_INTEGER,
0.0,
),
'height': GObject.ParamSpec.double(
`height`,
`Height`,
`Height`,
GObject.ParamFlags.READWRITE,
0.0, Number.MAX_SAFE_INTEGER,
0.0,
),
'corner_radius': GObject.ParamSpec.double(
`corner_radius`,
`Corner Radius`,
`Corner Radius`,
GObject.ParamFlags.READWRITE,
0, Number.MAX_SAFE_INTEGER,
0,
),
'direction': GObject.ParamSpec.int(
`direction`,
`Direction`,
`Direction`,
GObject.ParamFlags.READWRITE,
0, 1,
0,
),
'chained_effect': GObject.ParamSpec.object(
`chained_effect`,
`Chained Effect`,
`Chained Effect`,
GObject.ParamFlags.READABLE,
GObject.Object,
),
}
}, class BlurEffect extends Clutter.ShaderEffect {
constructor(params, settings) {
super(params);
this._sigma = null;
this._brightness = null;
this._width = null;
this._height = null;
this._corner_radius = null;
this._static = true;
this._settings = settings;
this._direction = 0;
this._chained_effect = null;
if (params.sigma)
this.sigma = params.sigma;
if (params.brightness)
this.brightness = params.brightness;
if (params.width)
this.width = params.width;
if (params.height)
this.height = params.height;
if (params.corner_radius)
this.corner_radius = params.corner_radius;
if (params.direction)
this.direction = params.direction;
// set shader source
this._source = get_shader_source();
if (this._source)
this.set_shader_source(this._source);
}
get radius() {
return this._radius;
}
set radius(value) {
if (this._radius !== value) {
this._radius = value;
// like Clutter, we use the assumption radius = 2*sigma
this.set_uniform_value('sigma', parseFloat(this._radius / 2 - 1e-6));
if (this._chained_effect) {
this._chained_effect.radius = value;
}
}
}
get brightness() {
return this._brightness;
}
set brightness(value) {
if (this._brightness !== value) {
this._brightness = value;
this.set_uniform_value('brightness', parseFloat(this._brightness - 1e-6));
if (this._chained_effect) {
this._chained_effect.brightness = value;
}
}
}
get width() {
return this._width;
}
set width(value) {
if (this._width !== value) {
this._width = value;
this.set_uniform_value('width', parseFloat(this._width + 3.0 - 1e-6));
if (this._chained_effect) {
this._chained_effect.width = value;
}
}
}
get height() {
return this._height;
}
set height(value) {
if (this._height !== value) {
this._height = value;
this.set_uniform_value('height', parseFloat(this._height + 3.0 - 1e-6));
if (this._chained_effect) {
this._chained_effect.height = value;
}
}
}
get corner_radius() {
return this._corner_radius;
}
set corner_radius(value) {
if (this._corner_radius !== value) {
this._corner_radius = value;
this.set_uniform_value('corner_radius', parseFloat(this._corner_radius - 1e-6));
if (this._chained_effect) {
this._chained_effect.corner_radius = value;
}
}
}
get direction() {
return this._direction;
}
set direction(value) {
if (this._direction !== value) {
this._direction = value;
}
}
get chained_effect() {
return this._chained_effect;
}
vfunc_set_actor(actor) {
super.vfunc_set_actor(actor);
if (this._direction == 0) {
this._chained_effect = new BlurEffect({
radius: this.radius,
brightness: this.brightness,
width: this.width,
height: this.height,
corner_radius: this.corner_radius,
direction: 1
});
if (actor !== null)
actor.add_effect(this._chained_effect);
}
}
vfunc_paint_target(paint_node = null, paint_context = null) {
this.set_uniform_value("tex", 0);
this.set_uniform_value("dir", this._direction);
if (paint_node && paint_context)
super.vfunc_paint_target(paint_node, paint_context);
else if (paint_node)
super.vfunc_paint_target(paint_node);
else
super.vfunc_paint_target();
}
});