ScreenShield: remove blur effect from the background

It's badly implemented, slow and actually not needed, now that we
have a different image.
Let's keep desaturation instead.

https://bugzilla.gnome.org/show_bug.cgi?id=688210
This commit is contained in:
Giovanni Campagna 2012-12-17 20:53:12 +01:00
parent f6aa0ee532
commit af1c799246

View File

@ -52,36 +52,16 @@ const SUMMARY_ICON_SIZE = 48;
const STANDARD_FADE_TIME = 10;
const SHORT_FADE_TIME = 0.3;
function sample(offx, offy) {
return 'texel += texture2D (sampler, tex_coord.st + pixel_step * ' +
'vec2 (' + offx + ',' + offy + '));\n'
}
const GLSL_BLUR_EFFECT_DECLARATIONS = ' \
uniform vec2 pixel_step;\n \
uniform float desaturation;\n \
vec4 apply_blur(in sampler2D sampler, in vec2 tex_coord) {\n \
vec4 texel;\n \
texel = texture2D (sampler, tex_coord.st);\n'
+ sample(-1.0, -1.0)
+ sample( 0.0, -1.0)
+ sample(+1.0, -1.0)
+ sample(-1.0, 0.0)
+ sample(+1.0, 0.0)
+ sample(-1.0, +1.0)
+ sample( 0.0, +1.0)
+ sample(+1.0, +1.0) + ' \
texel /= 9.0;\n \
return texel;\n \
}\n \
const GLSL_EFFECT_DECLARATIONS = ' \
uniform float desaturation; \n \
vec3 desaturate (const vec3 color)\n \
{\n \
const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n \
vec3 gray = vec3 (dot (gray_conv, color));\n \
return vec3 (mix (color.rgb, gray, desaturation));\n \
}';
const GLSL_BLUR_EFFECT_CODE = ' \
cogl_texel = apply_blur(cogl_sampler, cogl_tex_coord.st);\n \
cogl_texel.rgb = desaturate(cogl_texel.rgb);\n';
const GLSL_EFFECT_CODE = ' \
cogl_color_out.rgb = desaturate(cogl_color_out.rgb);\n';
const Clock = new Lang.Class({
@ -471,15 +451,12 @@ const ScreenShield = new Lang.Class({
let backgroundActor = new Meta.BackgroundActor({ screen: global.screen,
settings: this._settings });
backgroundActor.add_glsl_snippet(Meta.SnippetHook.TEXTURE_LOOKUP,
GLSL_BLUR_EFFECT_DECLARATIONS,
GLSL_BLUR_EFFECT_CODE,
true);
backgroundActor.add_glsl_snippet(Meta.SnippetHook.FRAGMENT,
GLSL_EFFECT_DECLARATIONS,
GLSL_EFFECT_CODE,
false);
backgroundActor.set_uniform_float('desaturation',
1, 1, [0.6]);
backgroundActor.connect('notify::size', function(actor) {
actor.set_uniform_float('pixel_step', 2, 1, [1/actor.width, 1/actor.height]);
});
this._background = new St.Bin({ style_class: 'screen-shield-background',
child: backgroundActor });