ScreenShield: unbreak blurring the background
It was missing a uniform, so it had no effect besides desaturation. https://bugzilla.gnome.org/show_bug.cgi?id=682536
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@ -51,10 +51,11 @@ const SHORT_FADE_TIME = 0.3;
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function sample(offx, offy) {
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return 'texel += texture2D (sampler, tex_coord.st + pixel_step * ' +
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'vec2 (' + offx + ',' + offy + ') * 2.0);\n'
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'vec2 (' + offx + ',' + offy + '));\n'
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}
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const GLSL_BLUR_EFFECT_DECLARATIONS = ' \
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uniform vec2 pixel_step;\n \
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uniform float desaturation;\n \
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vec4 apply_blur(in sampler2D sampler, in vec2 tex_coord) {\n \
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vec4 texel;\n \
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texel = texture2D (sampler, tex_coord.st);\n'
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@ -62,7 +63,6 @@ vec4 apply_blur(in sampler2D sampler, in vec2 tex_coord) {\n \
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+ sample( 0.0, -1.0)
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+ sample(+1.0, -1.0)
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+ sample(-1.0, 0.0)
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+ sample( 0.0, 0.0)
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+ sample(+1.0, 0.0)
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+ sample(-1.0, +1.0)
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+ sample( 0.0, +1.0)
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@ -70,7 +70,7 @@ vec4 apply_blur(in sampler2D sampler, in vec2 tex_coord) {\n \
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texel /= 9.0;\n \
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return texel;\n \
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}\n \
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vec3 desaturate (const vec3 color, const float desaturation)\n \
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vec3 desaturate (const vec3 color)\n \
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{\n \
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const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n \
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vec3 gray = vec3 (dot (gray_conv, color));\n \
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@ -78,7 +78,7 @@ vec3 desaturate (const vec3 color, const float desaturation)\n \
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}';
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const GLSL_BLUR_EFFECT_CODE = ' \
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cogl_texel = apply_blur(cogl_sampler, cogl_tex_coord.st);\n \
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cogl_texel.rgb = desaturate(cogl_texel.rgb, 0.6);\n';
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cogl_texel.rgb = desaturate(cogl_texel.rgb);\n';
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const Clock = new Lang.Class({
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@ -409,6 +409,12 @@ const ScreenShield = new Lang.Class({
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GLSL_BLUR_EFFECT_DECLARATIONS,
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GLSL_BLUR_EFFECT_CODE,
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true);
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backgroundActor.set_uniform_float('desaturation',
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1, 1, [0.6]);
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backgroundActor.connect('notify::size', function(actor) {
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actor.set_uniform_float('pixel_step', 2, 1, [1/actor.width, 1/actor.height]);
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});
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this._background = new St.Bin({ style_class: 'screen-shield-background',
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child: backgroundActor });
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this._lockScreenGroup.add_actor(this._background);
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