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Merge pull request #51 from hewol/v2-extensions
wallpapers, extensions, fix mkinitcpio warnings
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[org/gnome/shell] | ||
enabled-extensions=['custom-accent-colors@demiskp', '[email protected]@gmail.com', '[email protected]'] | ||
enabled-extensions=['custom-accent-colors@demiskp', '[email protected]@gmail.com', '[email protected]', '[email protected]', '[email protected]', '[email protected]', '[email protected]', '[email protected]', '[email protected]'] |
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[org/gnome/desktop/background] | ||
picture-uri='file:///usr/share/backgrounds/aerOS/aerOS Wallpaper 32.jpg' | ||
picture-uri-dark='file:///usr/share/backgrounds/aerOS/aerOS Wallpaper 31.jpg' |
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408 changes: 408 additions & 0 deletions
408
...hell/extensions/[email protected]/coverflowSwitcher.js
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uniform sampler2D tex; | ||
uniform float red; | ||
uniform float green; | ||
uniform float blue; | ||
uniform float blend; | ||
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void main() { | ||
vec4 s = texture2D(tex, cogl_tex_coord_in[0].st); | ||
vec4 dst = vec4(red, green, blue, blend); | ||
cogl_color_out = vec4(mix(s.rgb, dst.rgb * s.a, blend), s.a); | ||
} |
177 changes: 177 additions & 0 deletions
177
...l/extensions/[email protected]/effects/color_effect.js
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// This code istaken from the blur-my-shell extension | ||
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//'use strict'; | ||
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import Clutter from 'gi://Clutter'; | ||
import Shell from 'gi://Shell'; | ||
import GObject from 'gi://GObject'; | ||
import GLib from 'gi://GLib'; | ||
import {Extension} from 'resource:///org/gnome/shell/extensions/extension.js' | ||
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const get_shader_source = _ => { | ||
let ExtensionObj = Extension.lookupByUUID('[email protected]'); | ||
let SHADER_PATH = GLib.build_filenamev([ExtensionObj.path, 'effects', 'color_effect.glsl']); | ||
try { | ||
return Shell.get_file_contents_utf8_sync(SHADER_PATH); | ||
} catch (e) { | ||
log(`[Coverflow Alt-Tab] error loading shader from ${SHADER_PATH}: ${e}`); | ||
return null; | ||
} | ||
}; | ||
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/// New Clutter Shader Effect that simply mixes a color in, the class applies | ||
/// the GLSL shader programmed into vfunc_get_static_shader_source and applies | ||
/// it to an Actor. | ||
/// | ||
/// Clutter Shader Source Code: | ||
/// https://github.com/GNOME/clutter/blob/master/clutter/clutter-shader-effect.c | ||
/// | ||
/// GJS Doc: | ||
/// https://gjs-docs.gnome.org/clutter10~10_api/clutter.shadereffect | ||
export var ColorEffect = new GObject.registerClass({ | ||
GTypeName: "CoverflowAltTabColorEffect", | ||
Properties: { | ||
'red': GObject.ParamSpec.double( | ||
`red`, | ||
`Red`, | ||
`Red value in shader`, | ||
GObject.ParamFlags.READWRITE, | ||
0.0, 1.0, | ||
0.4, | ||
), | ||
'green': GObject.ParamSpec.double( | ||
`green`, | ||
`Green`, | ||
`Green value in shader`, | ||
GObject.ParamFlags.READWRITE, | ||
0.0, 1.0, | ||
0.4, | ||
), | ||
'blue': GObject.ParamSpec.double( | ||
`blue`, | ||
`Blue`, | ||
`Blue value in shader`, | ||
GObject.ParamFlags.READWRITE, | ||
0.0, 1.0, | ||
0.4, | ||
), | ||
'blend': GObject.ParamSpec.double( | ||
`blend`, | ||
`Blend`, | ||
`Amount of blending between the colors`, | ||
GObject.ParamFlags.READWRITE, | ||
0.0, 1.0, | ||
0.4, | ||
), | ||
} | ||
}, class CoverflowAltTabColorShader extends Clutter.ShaderEffect { | ||
_init(params) { | ||
this._red = null; | ||
this._green = null; | ||
this._blue = null; | ||
this._blend = null; | ||
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// initialize without color as a parameter | ||
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let _color = params.color; | ||
delete params.color; | ||
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super._init(params); | ||
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// set shader source | ||
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this._source = get_shader_source(); | ||
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if (this._source) | ||
this.set_shader_source(this._source); | ||
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// set shader color | ||
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if (_color) | ||
this.color = _color; | ||
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this.update_enabled(); | ||
} | ||
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get red() { | ||
return this._red; | ||
} | ||
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set red(value) { | ||
if (this._red !== value) { | ||
this._red = value; | ||
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this.set_uniform_value('red', parseFloat(this._red - 1e-6)); | ||
} | ||
} | ||
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get green() { | ||
return this._green; | ||
} | ||
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set green(value) { | ||
if (this._green !== value) { | ||
this._green = value; | ||
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this.set_uniform_value('green', parseFloat(this._green - 1e-6)); | ||
} | ||
} | ||
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get blue() { | ||
return this._blue; | ||
} | ||
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set blue(value) { | ||
if (this._blue !== value) { | ||
this._blue = value; | ||
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this.set_uniform_value('blue', parseFloat(this._blue - 1e-6)); | ||
} | ||
} | ||
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get blend() { | ||
return this._blend; | ||
} | ||
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set blend(value) { | ||
if (this._blend !== value) { | ||
this._blend = value; | ||
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this.set_uniform_value('blend', parseFloat(this._blend - 1e-6)); | ||
} | ||
this.update_enabled(); | ||
} | ||
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set color(rgba) { | ||
let [r, g, b, a] = rgba; | ||
this.red = r; | ||
this.green = g; | ||
this.blue = b; | ||
this.blend = a; | ||
} | ||
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get color() { | ||
return [this.red, this.green, this.blue, this.blend]; | ||
} | ||
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/// False set function, only cares about the color. Too hard to change. | ||
set(params) { | ||
this.color = params.color; | ||
} | ||
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update_enabled() { | ||
this.set_enabled(true); | ||
} | ||
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vfunc_paint_target(paint_node = null, paint_context = null) { | ||
this.set_uniform_value("tex", 0); | ||
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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(); | ||
} | ||
}); |
109 changes: 109 additions & 0 deletions
109
...xtensions/[email protected]/effects/glitch_effect.glsl
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// | ||
// Description : Array and textureless GLSL 2D simplex noise function. | ||
// Author : Ian McEwan, Ashima Arts. | ||
// Maintainer : stegu | ||
// Lastmod : 20110822 (ijm) | ||
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | ||
// Distributed under the MIT License. See LICENSE file. | ||
// https://github.com/ashima/webgl-noise | ||
// https://github.com/stegu/webgl-noise | ||
// | ||
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uniform sampler2D tex; | ||
uniform float time; | ||
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vec3 mod289(vec3 x) { | ||
return x - floor(x * (1.0 / 289.0)) * 289.0; | ||
} | ||
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vec2 mod289(vec2 x) { | ||
return x - floor(x * (1.0 / 289.0)) * 289.0; | ||
} | ||
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vec3 permute(vec3 x) { | ||
return mod289(((x*34.0)+1.0)*x); | ||
} | ||
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float snoise(vec2 v) { | ||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 | ||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0) | ||
-0.577350269189626, // -1.0 + 2.0 * C.x | ||
0.024390243902439); // 1.0 / 41.0 | ||
// First corner | ||
vec2 i = floor(v + dot(v, C.yy) ); | ||
vec2 x0 = v - i + dot(i, C.xx); | ||
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// Other corners | ||
vec2 i1; | ||
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 | ||
//i1.y = 1.0 - i1.x; | ||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); | ||
// x0 = x0 - 0.0 + 0.0 * C.xx ; | ||
// x1 = x0 - i1 + 1.0 * C.xx ; | ||
// x2 = x0 - 1.0 + 2.0 * C.xx ; | ||
vec4 x12 = x0.xyxy + C.xxzz; | ||
x12.xy -= i1; | ||
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// Permutations | ||
i = mod289(i); // Avoid truncation effects in permutation | ||
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) | ||
+ i.x + vec3(0.0, i1.x, 1.0 )); | ||
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); | ||
m = m*m ; | ||
m = m*m ; | ||
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// Gradients: 41 points uniformly over a line, mapped onto a diamond. | ||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) | ||
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vec3 x = 2.0 * fract(p * C.www) - 1.0; | ||
vec3 h = abs(x) - 0.5; | ||
vec3 ox = floor(x + 0.5); | ||
vec3 a0 = x - ox; | ||
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// Normalise gradients implicitly by scaling m | ||
// Approximation of: m *= inversesqrt( a0*a0 + h*h ); | ||
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); | ||
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// Compute final noise value at P | ||
vec3 g; | ||
g.x = a0.x * x0.x + h.x * x0.y; | ||
g.yz = a0.yz * x12.xz + h.yz * x12.yw; | ||
return 130.0 * dot(m, g); | ||
} | ||
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float rand(vec2 co) { | ||
return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453); | ||
} | ||
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void main() { | ||
vec2 uv = cogl_tex_coord_in[0].st; | ||
float t = time * 2.0; | ||
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// Create large, incidental noise waves | ||
float noise = max(0.0, snoise(vec2(t, uv.y * 0.3)) - 0.3) * (1.0 / 0.7); | ||
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// Offset by smaller, constant noise waves | ||
noise = noise + (snoise(vec2(t*10.0, uv.y * 2.4)) - 0.5) * 0.15; | ||
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// Apply the noise as x displacement for every line | ||
float xpos = uv.x - noise * noise * 0.25; | ||
if (xpos < 0.0) | ||
xpos = -xpos; | ||
if (xpos > 1.0) | ||
xpos = 1.0 - xpos; | ||
cogl_color_out = texture2D(tex, vec2(xpos, uv.y)); | ||
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// Mix in some random interference for lines | ||
cogl_color_out.rgb = mix(cogl_color_out.rgb, vec3(rand(vec2(uv.y * t))), noise * 0.3).rgb; | ||
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// Apply a line pattern every 4 pixels | ||
if (floor(mod(gl_FragCoord.y * 0.25, 2.0)) == 0.0) | ||
{ | ||
cogl_color_out.rgb *= 1.0 - (0.15 * noise); | ||
} | ||
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// Shift green/blue channels (using the red channel) | ||
cogl_color_out.g = mix(cogl_color_out.r, texture2D(tex, vec2(xpos + noise * 0.05, uv.y)).g, 0.25); | ||
cogl_color_out.b = mix(cogl_color_out.r, texture2D(tex, vec2(xpos - noise * 0.05, uv.y)).b, 0.25); | ||
} |
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// This code istaken from the blur-my-shell extension | ||
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//'use strict'; | ||
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import Clutter from 'gi://Clutter'; | ||
import Shell from 'gi://Shell'; | ||
import GObject from 'gi://GObject'; | ||
import GLib from 'gi://GLib'; | ||
import {Extension} from 'resource:///org/gnome/shell/extensions/extension.js' | ||
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const get_shader_source = _ => { | ||
let ExtensionObj = Extension.lookupByUUID('[email protected]'); | ||
let SHADER_PATH = GLib.build_filenamev([ExtensionObj.path, 'effects', 'glitch_effect.glsl']); | ||
try { | ||
return Shell.get_file_contents_utf8_sync(SHADER_PATH); | ||
} catch (e) { | ||
log(`[Coverflow Alt-Tab] error loading shader from ${SHADER_PATH}: ${e}`); | ||
return null; | ||
} | ||
}; | ||
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/// New Clutter Shader Effect that simply mixes a color in, the class applies | ||
/// the GLSL shader programmed into vfunc_get_static_shader_source and applies | ||
/// it to an Actor. | ||
/// | ||
/// Clutter Shader Source Code: | ||
/// https://github.com/GNOME/clutter/blob/master/clutter/clutter-shader-effect.c | ||
/// | ||
/// GJS Doc: | ||
/// https://gjs-docs.gnome.org/clutter10~10_api/clutter.shadereffect | ||
export var GlitchEffect = new GObject.registerClass({ | ||
GTypeName: "CoverflowAltTabGlitchEffect", | ||
}, class CoverflowAltTabGlitchShader extends Clutter.ShaderEffect { | ||
_init(params) { | ||
super._init(params); | ||
this._timeOffset = Math.random() * 1000000; | ||
// set shader source | ||
this._source = get_shader_source(); | ||
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if (this._source) | ||
this.set_shader_source(this._source); | ||
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this.set_enabled(true); | ||
} | ||
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vfunc_paint_target(paint_node = null, paint_context = null) { | ||
const time = this._timeOffset + GLib.get_monotonic_time() / GLib.USEC_PER_SEC; | ||
this.set_uniform_value("time", time); | ||
this.set_uniform_value("tex", 0); | ||
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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(); | ||
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this.queue_repaint(); | ||
} | ||
}); |
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