1
0
mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-06-24 20:15:21 -04:00

shader-based scrolling wallpaper mode (#1802)

* feat: parallax-scroll wallpaper

Add a `Scrolling` wallpaper fill mode that translates the wallpaper crop
with the active workspace — like Android home-screen parallax, but along
niri's vertical workspace axis.

The image is scaled to cover the screen on its non-scroll axis, and the
active workspace index drives a fractional offset into the cropped
overflow along the scroll axis. Scroll position is spring-animated
CPU-side and handed to a minimal single-texture shader as a UV offset.
Per-monitor scroll position is published into SessionData so the lock
screen renders the same crop as the active workspace, keeping visual
continuity across lock/unlock.

Two implementation details worth calling out for review:

- QSG_USE_SIMPLE_ANIMATION_DRIVER=1 is exported to the spawned quickshell
  process. The default animation driver advances in fixed ~16ms steps,
  capping the scroll at 60Hz and desyncing it from compositor motion on
  high-refresh displays; the simple driver advances by real elapsed time,
  restoring native-refresh pacing. Removing it visibly regresses to 60Hz.

- The wallpaper survives wl_output rebind cycles (e.g. OLED image-cleaning
  on DPMS soft-off), which otherwise leave a stuck or void background.
  Recovery re-anchors the scroll target on output-lifecycle signals,
  rebuilds the ShaderEffect against the current render context, and
  re-attaches the wallpaper-layer surface on unlock for parallax-active
  monitors — guarded against lock state so the shader gets reliable frame
  hints.

* simplify bindings and gate lock screen shader in a loader

---------

Co-authored-by: bbedward <bbedward@gmail.com>
This commit is contained in:
hecate cantus
2026-06-23 21:14:42 -07:00
committed by GitHub
parent aea5189abb
commit 1a39b7f66c
10 changed files with 590 additions and 20 deletions
+27 -2
View File
@@ -13,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
float progress;
// Fill mode parameters
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad, 7=scroll
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
@@ -21,6 +21,10 @@ layout(std140, binding = 0) uniform buf {
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
// Scroll position (0-100 range, only used when fillMode >= 6.5)
float scrollX;
float scrollY;
} ubuf;
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
@@ -54,12 +58,33 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
transformedUV = vec2(fract(tileUV.x), uv.y);
}
else {
else if (ubuf.fillMode < 6.5) {
// fillMode 6 = Pad
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else {
// fillMode 7 = Scroll (Crop with variable offset)
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
// Determine scroll axis based on aspect ratio
bool scrollHorizontal = imageAspect > screenAspect + 0.01;
bool scrollVertical = imageAspect < screenAspect - 0.01;
vec2 scrollOffset = vec2(
scrollHorizontal ? offset.x * (ubuf.scrollX / 100.0) : offset.x * 0.5,
scrollVertical ? offset.y * (ubuf.scrollY / 100.0) : offset.y * 0.5
);
transformedUV = uv * (vec2(1.0) - offset) + scrollOffset;
}
return transformedUV;
}
@@ -0,0 +1,36 @@
// ===== wp_parallax_scroll.frag =====
// Parallax scrolling wallpaper shader: samples a single pre-scaled texture
// and applies a CPU-computed UV offset (scrollX/scrollY) along the overflow
// axis. Independent of the transition-effect shaders.
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float scrollX; // 0-100 scroll position
float scrollY; // 0-100 scroll position
float uvScaleX; // Pre-computed: screenWidth / scaledImageWidth
float uvScaleY; // Pre-computed: screenHeight / scaledImageHeight
float scrollRangeX; // Pre-computed: 1.0 - uvScaleX (or 0 if not scrollable)
float scrollRangeY; // Pre-computed: 1.0 - uvScaleY (or 0 if not scrollable)
} ubuf;
void main() {
vec2 uv = qt_TexCoord0;
// Apply UV scale and scroll offset
vec2 scrollOffset = vec2(
ubuf.scrollRangeX * (ubuf.scrollX / 100.0),
ubuf.scrollRangeY * (ubuf.scrollY / 100.0)
);
vec2 finalUV = uv * vec2(ubuf.uvScaleX, ubuf.uvScaleY) + scrollOffset;
fragColor = texture(source, finalUV) * ubuf.qt_Opacity;
}