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breezy-gno
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a109b5e897 | |
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8ba4f790c0 | |
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4f80efdf75 | |
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47294824b9 |
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@ -0,0 +1,187 @@
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#version 330 core
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uniform bool enabled;
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uniform bool show_banner;
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uniform sampler2D uDesktopTexture;
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uniform mat4 imu_quat_data;
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uniform vec4 look_ahead_cfg;
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uniform float display_zoom;
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uniform float display_north_offset;
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uniform float lens_distance_ratio;
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uniform bool sbs_enabled;
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uniform bool sbs_content;
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uniform bool sbs_mode_stretched;
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uniform bool custom_banner_enabled;
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uniform float stage_aspect_ratio;
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uniform float display_aspect_ratio;
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uniform float half_fov_z_rads;
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uniform float half_fov_y_rads;
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uniform float screen_distance;
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uniform float frametime;
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float look_ahead_ms_cap = 45.0;
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vec4 quatMul(vec4 q1, vec4 q2) {
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vec3 u = vec3(q1.x, q1.y, q1.z);
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float s = q1.w;
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vec3 v = vec3(q2.x, q2.y, q2.z);
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float t = q2.w;
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return vec4(s*v + t*u + cross(u, v), s*t - dot(u, v));
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}
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vec4 quatConj(vec4 q) {
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return vec4(-q.x, -q.y, -q.z, q.w);
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}
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vec3 applyQuaternionToVector(vec4 q, vec3 v) {
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vec4 p = quatMul(quatMul(q, vec4(v, 0)), quatConj(q));
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return p.xyz;
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}
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const int day_in_seconds = 24 * 60 * 60;
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vec3 applyLookAhead(
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in vec3 position,
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in vec3 velocity,
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in vec3 accel,
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in float t,
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in float t_squared) {
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return position + velocity * t + 0.5 * accel * t_squared;
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}
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vec3 rateOfChange(
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in vec3 v1,
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in vec3 v2,
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in float delta_time) {
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return (v1 - v2) / delta_time;
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}
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bool isKeepaliveRecent(
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in vec4 currentDate,
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in vec4 keepAliveDate) {
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float _174 = currentDate.w + float(day_in_seconds);
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float _176 = _174 - keepAliveDate.w;
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float _178 = mod(_176, float(day_in_seconds));
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float _179 = abs(_178);
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bool _181 = _179 <= 5.00000000e+00;
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return _181;
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}
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void PS_IMU_Transform(vec4 pos, vec2 texcoord, out vec4 color) {
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float texcoord_x_min = 0.0;
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float texcoord_x_max = 1.0;
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float lens_y_offset = 0.0;
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float lens_z_offset = 0.0;
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float aspect_ratio = stage_aspect_ratio;
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if (enabled && sbs_enabled) {
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bool right_display = texcoord.x > 0.5;
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aspect_ratio /= 2;
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lens_y_offset = lens_distance_ratio / 3;
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if (right_display) lens_y_offset = -lens_y_offset;
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if (sbs_content) {
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// source video is SBS, left-half of the screen goes to the left lens, right-half to the right lens
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if (right_display)
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texcoord_x_min = 0.5;
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else
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texcoord_x_max = 0.5;
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}
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if (!sbs_mode_stretched) {
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// if the content isn't stretched, assume it's centered in the middle 50% of the screen
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texcoord_x_min = max(0.25, texcoord_x_min);
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texcoord_x_max = min(0.75, texcoord_x_max);
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}
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// translate the texcoord respresenting the current lens's half of the screen to a full-screen texcoord
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texcoord.x = (texcoord.x - (right_display ? 0.5 : 0.0)) * 2;
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}
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if (!enabled || show_banner) {
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// vec2 banner_size = vec2(800.0 / ReShade::ScreenSize.x, 200.0 / ReShade::ScreenSize.y); // Assuming ScreenWidth and ScreenHeight are defined
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// if (show_banner &&
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// texcoord.x >= banner_position.x - banner_size.x / 2 &&
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// texcoord.x <= banner_position.x + banner_size.x / 2 &&
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// texcoord.y >= banner_position.y - banner_size.y / 2 &&
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// texcoord.y <= banner_position.y + banner_size.y / 2)
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// {
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// vec2 banner_texcoord = (texcoord - (banner_position - banner_size / 2)) / banner_size;
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// if (custom_banner_enabled) {
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// color = tex2D(customBannerSampler, banner_texcoord);
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// } else {
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// color = tex2D(calibratingSampler, banner_texcoord);
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// }
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// } else {
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// adjust texcoord back to the range that describes where the content is displayed
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float texcoord_width = texcoord_x_max - texcoord_x_min;
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texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
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color = texture2D(uDesktopTexture, texcoord);
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// }
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} else {
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float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance);
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float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance;
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float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance;
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float fov_z_width = fov_z_pos - fov_z_neg;
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float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance);
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float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance;
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float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance;
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float fov_y_width = fov_y_pos - fov_y_neg;
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float vec_x = screen_distance;
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float vec_y = -texcoord.x * fov_y_width + fov_y_pos;
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float vec_z = -texcoord.y * fov_z_width + fov_z_pos;
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vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z);
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vec3 lens_vector = vec3(lens_distance_ratio, lens_y_offset, lens_z_offset);
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// then rotate the vector using each of the snapshots provided
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vec3 rotated_vector_t0 = applyQuaternionToVector(imu_quat_data[0], texcoord_vector);
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vec3 rotated_vector_t1 = applyQuaternionToVector(imu_quat_data[1], texcoord_vector);
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vec3 rotated_vector_t2 = applyQuaternionToVector(imu_quat_data[2], texcoord_vector);
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vec3 rotated_lens_vector = applyQuaternionToVector(imu_quat_data[0], lens_vector);
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// compute the two velocities (units/ms) as change in the 3 rotation snapshots
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float delta_time_t0 = imu_quat_data[3].x - imu_quat_data[3].y;
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vec3 velocity_t0 = rateOfChange(rotated_vector_t0, rotated_vector_t1, delta_time_t0);
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vec3 velocity_t1 = rateOfChange(rotated_vector_t1, rotated_vector_t2, imu_quat_data[3].y - imu_quat_data[3].z);
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// and then the acceleration (units/ms^2) as the change in velocities
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vec3 accel_t0 = rateOfChange(velocity_t0, velocity_t1, delta_time_t0);
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// allows for the bottom and top of the screen to have different look-ahead values
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float look_ahead_scanline_adjust = texcoord.y * look_ahead_cfg.z;
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// use the 4th value of the look-ahead config to cap the look-ahead value
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float look_ahead_ms = min(min(look_ahead_cfg.x + frametime * look_ahead_cfg.y, look_ahead_cfg.w), look_ahead_ms_cap) + look_ahead_scanline_adjust;
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float look_ahead_ms_squared = pow(look_ahead_ms, 2);
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// apply most recent velocity and acceleration to most recent position to get a predicted position
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vec3 res = applyLookAhead(rotated_vector_t0, velocity_t0, accel_t0, look_ahead_ms, look_ahead_ms_squared);
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bool looking_behind = res.x < 0.0;
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// divide all values by x to scale the magnitude so x is exactly 1, and multiply by the final display distance
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// so the vector is pointing at a coordinate on the screen
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float display_distance = (sbs_enabled ? display_north_offset : 1.0) - rotated_lens_vector.x;
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res *= display_distance/res.x;
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// adjust x and y by how much our lens moved from its original offset
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res += rotated_lens_vector - lens_vector;
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// deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion
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// above)
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texcoord.x = (fov_y_pos - res.y) / fov_y_width;
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texcoord.y = (fov_z_pos - res.z) / fov_z_width;
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// apply the screen offsets now
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float texcoord_width = texcoord_x_max - texcoord_x_min;
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texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
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if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) {
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color = vec4(0, 0, 0, 1);
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} else {
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color = texture2D(uDesktopTexture, texcoord);
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}
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}
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}
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@ -0,0 +1,262 @@
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import Gio from 'gi://Gio';
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import GLib from 'gi://GLib';
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import GObject from 'gi://GObject';
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import Shell from 'gi://Shell';
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import Meta from 'gi://Meta';
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import ExtensionUtils from 'gi://ExtensionUtils';
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import Main from 'gi://Main';
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import PanelMenu from 'gi://PanelMenu';
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const UINT8_SIZE = 1;
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const BOOL_SIZE = UINT8_SIZE;
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const UINT_SIZE = 4;
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const FLOAT_SIZE = 4;
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const DATA_VIEW_INFO_OFFSET_INDEX = 0;
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const DATA_VIEW_INFO_SIZE_INDEX = 1;
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const DATA_VIEW_INFO_COUNT_INDEX = 2;
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// computes the end offset, exclusive
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function dataViewEnd(dataViewInfo) {
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return dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX] + dataViewInfo[DATA_VIEW_INFO_SIZE_INDEX] * dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
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}
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// the driver should be using the same data layout version
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const DATA_LAYOUT_VERSION = 1;
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// DataView info: [offset, size, count]
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const VERSION = [0, UINT8_SIZE, 1];
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const ENABLED = [dataViewEnd(VERSION), BOOL_SIZE, 1];
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const EPOCH_SEC = [dataViewEnd(ENABLED), UINT_SIZE, 1];
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const LOOK_AHEAD_CFG = [dataViewEnd(EPOCH_SEC), FLOAT_SIZE, 4];
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const DISPLAY_RES = [dataViewEnd(LOOK_AHEAD_CFG), UINT_SIZE, 2];
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const DISPLAY_FOV = [dataViewEnd(DISPLAY_RES), FLOAT_SIZE, 1];
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const DISPLAY_ZOOM = [dataViewEnd(DISPLAY_FOV), FLOAT_SIZE, 1];
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const DISPLAY_NORTH_OFFSET = [dataViewEnd(DISPLAY_ZOOM), FLOAT_SIZE, 1];
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const LENS_DISTANCE_RATIO = [dataViewEnd(DISPLAY_NORTH_OFFSET), FLOAT_SIZE, 1];
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const SBS_ENABLED = [dataViewEnd(LENS_DISTANCE_RATIO), BOOL_SIZE, 1];
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const SBS_CONTENT = [dataViewEnd(SBS_ENABLED), BOOL_SIZE, 1];
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const SBS_MODE_STRETCHED = [dataViewEnd(SBS_CONTENT), BOOL_SIZE, 1];
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const CUSTOM_BANNER_ENABLED = [dataViewEnd(SBS_MODE_STRETCHED), BOOL_SIZE, 1];
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const IMU_QUAT_DATA = [dataViewEnd(CUSTOM_BANNER_ENABLED), FLOAT_SIZE, 16];
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// cached after first retrieval
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const shaderUniformLocations = {
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'enabled': null,
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'show_banner': null,
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'imu_quat_data': null,
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'look_ahead_cfg': null,
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'stage_aspect_ratio': null,
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'display_aspect_ratio': null,
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'display_zoom': null,
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'display_north_offset': null,
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'lens_distance_ratio': null,
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'sbs_enabled': null,
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'sbs_content': null,
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'sbs_mode_stretched': null,
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'custom_banner_enabled': null,
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'half_fov_z_rads': null,
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'half_fov_y_rads': null,
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'screen_distance': null,
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'frametime': null
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};
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function dataViewUint8(dataView, dataViewInfo) {
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return dataView.getUint8(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX]);
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}
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function dataViewUint(dataView, dataViewInfo) {
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return dataView.getUint32(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX], true);
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}
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function dataViewUintArray(dataView, dataViewInfo) {
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const uintArray = []
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let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
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uintArray.push(dataView.getUint32(offset, true));
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offset += UINT_SIZE;
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}
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return uintArray;
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}
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function dataViewFloat(dataView, dataViewInfo) {
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return dataView.getFloat32(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX], true);
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}
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function dataViewFloatArray(dataView, dataViewInfo) {
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const floatArray = []
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let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
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floatArray.push(dataView.getFloat32(offset, true));
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offset += FLOAT_SIZE;
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}
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return floatArray;
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}
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function getShaderSource(path) {
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const file = Gio.file_new_for_path(path);
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const data = file.load_contents(null);
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// version string helps with linting, but GNOME extension doesn't like it, so remove it if it's there
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return data[1].toString().replace(/^#version .*$/gm, '') + '\n';
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}
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function transferUniformBoolean(effect, locationName, dataView, dataViewInfo) {
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// GLSL bool is a float under the hood, evaluates false if 0 or 0.0, true otherwise
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effect.set_uniform_float(locationName, 1, [dataViewUint8(dataView, dataViewInfo)]);
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}
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function setUniformFloat(effect, locationName, dataViewInfo, value) {
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effect.set_uniform_float(shaderUniformLocations[locationName], dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX], value);
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}
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function transferUniformFloat(effect, locationName, dataView, dataViewInfo) {
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setUniformFloat(effect, locationName, dataViewInfo, dataViewFloatArray(dataView, dataViewInfo));
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}
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function setSingleFloat(effect, locationName, value) {
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effect.set_uniform_float(shaderUniformLocations[locationName], 1, [value]);
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}
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function setUniformMatrix(effect, locationName, components, dataView, dataViewInfo) {
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const numValues = dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
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if (numValues / components !== components) {
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throw new Error('Invalid matrix size');
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}
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const floatArray = [].fill(0, 0, numValues);
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let offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
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for (let i = 0; i < numValues; i++) {
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// GLSL uses column-major order, so we need to transpose the matrix
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const row = i % components;
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const column = Math.floor(i / components);
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floatArray[row * components + column] = dataView.getFloat32(offset, true);
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offset += FLOAT_SIZE;
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}
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effect.set_uniform_matrix(shaderUniformLocations[locationName], true, components, floatArray);
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}
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function getEpochSec() {
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return Math.floor(Date.now() / 1000);
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}
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function degreeToRadian(degree) {
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return degree * Math.PI / 180;
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}
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// most uniforms don't change frequently, this function should be called periodically
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function setIntermittentUniformVariables() {
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const dataView = this._dataView;
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const version = dataViewUint8(dataView, VERSION);
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const date = dataViewUint(dataView, EPOCH_SEC);
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const validKeepalive = Math.abs(getEpochSec() - date) < 5;
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const imuData = dataViewFloatArray(dataView, IMU_QUAT_DATA);
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const imuResetState = imuData[0] === 0.0 && imuData[1] === 0.0 && imuData[2] === 0.0 && imuData[3] === 1.0;
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const enabled = dataViewUint8(dataView, ENABLED) !== 0 && version === DATA_LAYOUT_VERSION && validKeepalive && !imuResetState;
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if (enabled) {
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const displayRes = dataViewUintArray(dataView, DISPLAY_RES);
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const displayFov = dataViewFloat(dataView, DISPLAY_FOV);
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const lensDistanceRatio = dataViewFloat(dataView, LENS_DISTANCE_RATIO);
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// compute these values once, they only change when the XR device changes
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const displayAspectRatio = displayRes[0] / displayRes[1];
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const stageAspectRatio = global.stage.get_width() / global.stage.get_height();
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const diagToVertRatio = Math.sqrt(Math.pow(stageAspectRatio, 2) + 1);
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const halfFovZRads = degreeToRadian(displayFov / diagToVertRatio) / 2;
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const halfFovYRads = halfFovZRads * stageAspectRatio;
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const screenDistance = 1.0 - lensDistanceRatio;
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// all these values are transferred directly, unmodified from the driver
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transferUniformFloat(this, 'look_ahead_cfg', dataView, LOOK_AHEAD_CFG);
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transferUniformFloat(this, 'display_zoom', dataView, DISPLAY_ZOOM);
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transferUniformFloat(this, 'display_north_offset', dataView, DISPLAY_NORTH_OFFSET);
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transferUniformFloat(this, 'lens_distance_ratio', dataView, LENS_DISTANCE_RATIO);
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transferUniformBoolean(this, 'sbs_enabled', dataView, SBS_ENABLED);
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transferUniformBoolean(this, 'sbs_content', dataView, SBS_CONTENT);
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transferUniformBoolean(this, 'sbs_mode_stretched', dataView, SBS_MODE_STRETCHED);
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transferUniformBoolean(this, 'custom_banner_enabled', dataView, CUSTOM_BANNER_ENABLED);
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// computed values with no dataViewInfo, so we set these manually
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setSingleFloat(this, 'show_banner', imuResetState);
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setSingleFloat(this, 'stage_aspect_ratio', stageAspectRatio);
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setSingleFloat(this, 'display_aspect_ratio', displayAspectRatio);
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setSingleFloat(this, 'half_fov_z_rads', halfFovZRads);
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setSingleFloat(this, 'half_fov_y_rads', halfFovYRads);
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setSingleFloat(this, 'screen_distance', screenDistance);
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setSingleFloat(this, 'frametime', this._frametime);
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}
|
||||
setSingleFloat(this, 'enabled', enabled);
|
||||
}
|
||||
|
||||
|
||||
export default class ExampleExtension extends Extension {
|
||||
enable() {
|
||||
var XREffect = GObject.registerClass({}, class XREffect extends Shell.GLSLEffect {
|
||||
vfunc_build_pipeline() {
|
||||
const shaderPath = GLib.getenv('BREEZY_GNOME_SHADER_PATH');
|
||||
const code = getShaderSource(shaderPath);
|
||||
const main = 'PS_IMU_Transform(vec4(0, 0, 0, 0), cogl_tex_coord_in[0].xy, cogl_color_out);';
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, code, main, false);
|
||||
|
||||
this._frametime = 10; // 100 FPS
|
||||
}
|
||||
|
||||
vfunc_paint_target(node, paintContext) {
|
||||
if (!this._initialized) {
|
||||
this._shared_mem_file = Gio.file_new_for_path("/dev/shm/imu_data");
|
||||
}
|
||||
|
||||
const data = this._shared_mem_file.load_contents(null);
|
||||
if (data[0]) {
|
||||
const buffer = new Uint8Array(data[1]).buffer;
|
||||
this._dataView = new DataView(buffer);
|
||||
var repaintNeeded = false;
|
||||
if (!this._initialized) {
|
||||
this.set_uniform_float(this.get_uniform_location('uDesktopTexture'), 1, [0]);
|
||||
|
||||
// iterate over shaderUniformLocations keys and set the uniform locations
|
||||
for (let key in shaderUniformLocations) {
|
||||
shaderUniformLocations[key] = this.get_uniform_location(key);
|
||||
}
|
||||
this.setIntermittentUniformVariables = setIntermittentUniformVariables.bind(this);
|
||||
this.setIntermittentUniformVariables();
|
||||
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, this._frametime, () => {
|
||||
repaintNeeded = true;
|
||||
this.queue_repaint();
|
||||
return GLib.SOURCE_CONTINUE;
|
||||
});
|
||||
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 250, (() => {
|
||||
this.setIntermittentUniformVariables();
|
||||
return GLib.SOURCE_CONTINUE;
|
||||
}).bind(this));
|
||||
Meta.CursorTracker.get_for_display(global.display).set_pointer_visible(true);
|
||||
this._initialized = true;
|
||||
}
|
||||
|
||||
setUniformMatrix(this, 'imu_quat_data', 4, this._dataView, IMU_QUAT_DATA);
|
||||
|
||||
// if (repaintNeeded) {
|
||||
super.vfunc_paint_target(node, paintContext);
|
||||
// }
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
global.stage.add_effect(new XREffect());
|
||||
}
|
||||
|
||||
disable() {
|
||||
}
|
||||
}
|
||||
|
||||
function init() {
|
||||
return new Extension();
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"uuid": "breezydesktop@org.xronlinux",
|
||||
"name": "Breezy GNOME",
|
||||
"description": "XR virtual desktop for Linux.",
|
||||
"shell-version": [
|
||||
"45", "46"
|
||||
],
|
||||
"url": "https://github.com/wheaney/breezy-desktop"
|
||||
}
|
||||
Loading…
Reference in New Issue