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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);