Implement non-linear overview shade for background
Adding a radial gradent to the dimming effect gives more depth to the background. Shading is computed in a GLSL fragment shader, and uses distance to center of the screen to interpolate the darkening value to use. Based on a patch by Pierre-Eric Pelloux-Prayer <pelloux@gmail.com> https://bugzilla.gnome.org/show_bug.cgi?id=669798
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@ -28,6 +28,24 @@ const DASH_MAX_WIDTH = 96;
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const DND_WINDOW_SWITCH_TIMEOUT = 1250;
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const GLSL_DIM_EFFECT_DECLARATIONS = '';
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const GLSL_DIM_EFFECT_CODE = '\
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vec2 dist = cogl_tex_coord_in[0].xy - vec2(0.5, 0.5); \
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float elipse_radius = 0.5; \
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/* from https://bugzilla.gnome.org/show_bug.cgi?id=669798: \
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the alpha on the gradient goes from 165 at its darkest to 98 at its most transparent. */ \
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float y = 165.0 / 255.0; \
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float x = 98.0 / 255.0; \
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/* interpolate darkening value, based on distance from screen center */ \
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float val = min(length(dist), elipse_radius); \
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float a = mix(x, y, val / elipse_radius); \
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/* dim_factor varies from [1.0 -> 0.5] when overview is showing \
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We use it to smooth value, then we clamp it to valid color interval */ \
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a = clamp(a - cogl_color_in.r + 0.5, 0.0, 1.0); \
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/* We\'re blending between: color and black color (obviously omitted in the equation) */ \
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cogl_color_out.xyz = cogl_color_out.xyz * (1.0 - a); \
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cogl_color_out.a = 1.0;';
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const SwipeScrollDirection = {
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NONE: 0,
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HORIZONTAL: 1,
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@ -119,6 +137,10 @@ const Overview = new Lang.Class({
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// scenes which allows us to show the background with different
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// rendering options without duplicating the texture data.
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this._background = Meta.BackgroundActor.new_for_screen(global.screen);
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this._background.add_glsl_snippet(Meta.SnippetHook.FRAGMENT,
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GLSL_DIM_EFFECT_DECLARATIONS,
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GLSL_DIM_EFFECT_CODE,
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false);
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this._background.hide();
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global.overlay_group.add_actor(this._background);
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@ -633,7 +655,7 @@ const Overview = new Lang.Class({
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});
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Tweener.addTween(this._background,
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{ dim_factor: 0.4,
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{ dim_factor: 0.8,
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time: ANIMATION_TIME,
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transition: 'easeOutQuad'
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});
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