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import GObject from 'gi://GObject';
import * as utils from '../conveniences/utils.js';
import * as uniforms from '../conveniences/shader_uniforms.js';
const Shell = await utils.import_in_shell_only('gi://Shell');
const Clutter = await utils.import_in_shell_only('gi://Clutter');
const SHADER_FILENAME = 'hsl_to_rgb.glsl';
const SHADER_SOURCE = utils.get_shader_source(Shell, SHADER_FILENAME, import.meta.url);
const DEFAULT_PARAMS = {
opacity_factor: 1
};
const HSL_TO_RGB_EFFECT_META = {
GTypeName: "HslToRgbEffect",
Properties: {
'opacity_factor': GObject.ParamSpec.double(
`opacity_factor`,
`Opacity factor`,
`Opacity factor`,
GObject.ParamFlags.READWRITE,
0.0, 1.0,
1.0,
),
}
};
const HslToRgbEffectClass = utils.IS_IN_PREFERENCES ? null : class HslToRgbEffect extends Clutter.ShaderEffect {
constructor(params) {
super();
utils.initialize_shader_effect(this, SHADER_SOURCE);
utils.setup_params(this, params);
}
static get default_params() {
return DEFAULT_PARAMS;
}
get opacity_factor() {
return this._opacity_factor;
}
set opacity_factor(value) {
if (this._opacity_factor !== value) {
this._opacity_factor = value;
uniforms.set_uniform(this, 'opacity_factor', parseFloat(this._opacity_factor));
}
}
vfunc_paint_target(paint_node, paint_context) {
uniforms.upload_uniforms(this);
super.vfunc_paint_target(paint_node, paint_context);
}
};
export const HslToRgbEffect = utils.IS_IN_PREFERENCES
? { default_params: DEFAULT_PARAMS }
: utils.register_shader_effect(HSL_TO_RGB_EFFECT_META, HslToRgbEffectClass, SHADER_SOURCE);
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