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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 = 'noise.glsl';
const SHADER_SOURCE = utils.get_shader_source(Shell, SHADER_FILENAME, import.meta.url);
const DEFAULT_PARAMS = {
noise: 0.4, lightness: 0.4, opacity_factor: 1
};
const NOISE_EFFECT_META = {
GTypeName: "NoiseEffect",
Properties: {
'noise': GObject.ParamSpec.double(
`noise`,
`Noise`,
`Amount of noise integrated with the image`,
GObject.ParamFlags.READWRITE,
0.0, 1.0,
0.4,
),
'lightness': GObject.ParamSpec.double(
`lightness`,
`Lightness`,
`Lightness of the grey used for the noise`,
GObject.ParamFlags.READWRITE,
0.0, 2.0,
0.4,
),
'opacity_factor': GObject.ParamSpec.double(
`opacity_factor`,
`Opacity factor`,
`Opacity factor`,
GObject.ParamFlags.READWRITE,
0.0, 1.0,
1.0,
),
}
};
const NoiseEffectClass = utils.IS_IN_PREFERENCES ? null : class NoiseEffect 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 noise() {
return this._noise;
}
set noise(value) {
if (this._noise !== value) {
this._noise = value;
uniforms.set_uniform(this, 'noise', parseFloat(this._noise - 1e-6));
this.set_enabled(this.noise > 0. && this.lightness != 1);
}
}
get lightness() {
return this._lightness;
}
set lightness(value) {
if (this._lightness !== value) {
this._lightness = value;
uniforms.set_uniform(this, 'lightness', parseFloat(this._lightness - 1e-6));
this.set_enabled(this.noise > 0. && this.lightness != 1);
}
}
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 NoiseEffect = utils.IS_IN_PREFERENCES
? { default_params: DEFAULT_PARAMS }
: utils.register_shader_effect(NOISE_EFFECT_META, NoiseEffectClass, SHADER_SOURCE);
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