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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-04-03 20:32:07 -04:00

ripple: small tweaks to shader

This commit is contained in:
bbedward
2026-02-17 10:39:32 -05:00
parent 063299a434
commit 22ed740394
2 changed files with 10 additions and 5 deletions

View File

@@ -26,12 +26,16 @@ float sdRoundRect(vec2 p, vec2 b, float r) {
}
void main() {
if (ubuf.rippleOpacity <= 0.0 || ubuf.rippleRadius <= 0.0) {
fragColor = vec4(0.0);
return;
}
vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx) + vec2(ubuf.offsetX, ubuf.offsetY);
float aa = fwidth(length(px)) * 1.5;
float circleD = length(px - vec2(ubuf.rippleCenterX, ubuf.rippleCenterY)) - ubuf.rippleRadius;
float circleMask = 1.0 - smoothstep(-aa, aa, circleD);
float aaCircle = max(fwidth(circleD), 0.001);
float circleMask = 1.0 - smoothstep(-aaCircle, aaCircle, circleD);
if (circleMask <= 0.0) {
fragColor = vec4(0.0);
return;
@@ -40,9 +44,10 @@ void main() {
float rrMask = 1.0;
if (ubuf.cornerRadiusPx > 0.0) {
vec2 halfSize = vec2(ubuf.parentWidth, ubuf.parentHeight) * 0.5;
float r = min(ubuf.cornerRadiusPx, min(halfSize.x, halfSize.y));
float r = clamp(ubuf.cornerRadiusPx, 0.0, min(halfSize.x, halfSize.y));
float rrD = sdRoundRect(px - halfSize, halfSize, r);
rrMask = 1.0 - smoothstep(-aa, aa, rrD);
float aaRR = max(fwidth(rrD), 0.001);
rrMask = 1.0 - smoothstep(-aaRR, aaRR, rrD);
}
float mask = circleMask * rrMask;