[gnome-shell/gnome-40] lightbox: Fix banding issues with the vignette shader
- From: Marge Bot <marge-bot src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-shell/gnome-40] lightbox: Fix banding issues with the vignette shader
- Date: Tue, 15 Feb 2022 17:03:07 +0000 (UTC)
commit 0fb2ee5bccaf4ba4a8a1f95b1ccb3037eae0cbb1
Author: Jonas Dreßler <verdre v0yd nl>
Date: Thu Jan 27 17:48:20 2022 +0100
lightbox: Fix banding issues with the vignette shader
Just as https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/352
did for the MetaBackgroundActor in mutter, let's fix the vignette shader
in gnome-shell, too.
Based on a patch originally propsed by Nikita Churaev, see
https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/59.
Fixes: https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/3942
(cherry picked from commit 81f62e9df83479d17d8c8259002bec365d842154)
Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2181>
js/ui/lightbox.js | 28 ++++++++++++++++------------
1 file changed, 16 insertions(+), 12 deletions(-)
---
diff --git a/js/ui/lightbox.js b/js/ui/lightbox.js
index 7d2784df15..1c016c3208 100644
--- a/js/ui/lightbox.js
+++ b/js/ui/lightbox.js
@@ -9,18 +9,22 @@ var DEFAULT_FADE_FACTOR = 0.4;
var VIGNETTE_BRIGHTNESS = 0.5;
var VIGNETTE_SHARPNESS = 0.7;
-const VIGNETTE_DECLARATIONS = '\
-uniform float brightness;\n\
-uniform float vignette_sharpness;\n';
-
-const VIGNETTE_CODE = '\
-cogl_color_out.a = cogl_color_in.a;\n\
-cogl_color_out.rgb = vec3(0.0, 0.0, 0.0);\n\
-vec2 position = cogl_tex_coord_in[0].xy - 0.5;\n\
-float t = length(2.0 * position);\n\
-t = clamp(t, 0.0, 1.0);\n\
-float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n\
-cogl_color_out.a = cogl_color_out.a * (1.0 - pixel_brightness * brightness);';
+const VIGNETTE_DECLARATIONS = ' \
+uniform float brightness; \n\
+uniform float vignette_sharpness; \n\
+float rand(vec2 p) { \n\
+ return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453123); \n\
+} \n';
+
+const VIGNETTE_CODE = ' \
+cogl_color_out.a = cogl_color_in.a; \n\
+cogl_color_out.rgb = vec3(0.0, 0.0, 0.0); \n\
+vec2 position = cogl_tex_coord_in[0].xy - 0.5; \n\
+float t = clamp(length(1.41421 * position), 0.0, 1.0); \n\
+float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t); \n\
+cogl_color_out.a *= 1.0 - pixel_brightness * brightness; \n\
+cogl_color_out.a += (rand(position) - 0.5) / 100.0; \n';
+
var RadialShaderEffect = GObject.registerClass({
Properties: {
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