mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-06-08 04:09:15 -04:00
switch hto monorepo structure
This commit is contained in:
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// ===== wp_disc.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1; // Current wallpaper
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress; // Transition progress (0.0 to 1.0)
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float centerX; // X coordinate of disc center (0.0 to 1.0)
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float centerY; // Y coordinate of disc center (0.0 to 1.0)
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float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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float aspectRatio; // Width / Height of the screen
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float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 2.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 3.5) {
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transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
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}
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else if (ubuf.fillMode < 4.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(uv.x, fract(tileUV.y));
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}
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else if (ubuf.fillMode < 5.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(fract(tileUV.x), uv.y);
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}
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else {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
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if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
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return texture(tex, transformedUV);
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}
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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transformedUV.y < 0.0 || transformedUV.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, transformedUV);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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// Sample textures with fill mode
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vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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// Map smoothness from 0.0-1.0 to 0.001-0.5 range
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// Using a non-linear mapping for better control
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float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
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// Adjust UV coordinates to compensate for aspect ratio
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// This makes distances circular instead of elliptical
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vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
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vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
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// Calculate distance in aspect-corrected space
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float dist = distance(adjustedUV, adjustedCenter);
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// Calculate the maximum possible distance (corner to corner)
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// This ensures the disc can cover the entire screen
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float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
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(1.0 - ubuf.centerX) * ubuf.aspectRatio);
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float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
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float maxDist = length(vec2(maxDistX, maxDistY));
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// Scale progress to cover the maximum distance
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// Add extra range for smoothness to ensure complete coverage
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// Adjust smoothness for aspect ratio to maintain consistent visual appearance
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float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
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float radius = ubuf.progress * (maxDist + adjustedSmoothness);
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// Use smoothstep for a smooth edge transition
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float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist);
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// Mix the textures (factor = 0 inside disc, 1 outside)
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fragColor = mix(color2, color1, factor);
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if (ubuf.progress <= 0.0) fragColor = color1;
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fragColor *= ubuf.qt_Opacity;
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}
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@@ -0,0 +1,91 @@
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// ===== wp_fade.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1;
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layout(binding = 2) uniform sampler2D source2;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress;
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// Fill mode parameters
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float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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float imageWidth1; // Width of source1 image
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float imageHeight1; // Height of source1 image
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float imageWidth2; // Width of source2 image
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float imageHeight2; // Height of source2 image
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float screenWidth; // Screen width
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float screenHeight; // Screen height
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vec4 fillColor; // Fill color for empty areas (default: black)
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 2.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 3.5) {
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transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
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}
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else if (ubuf.fillMode < 4.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(uv.x, fract(tileUV.y));
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}
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else if (ubuf.fillMode < 5.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(fract(tileUV.x), uv.y);
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}
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else {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
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if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
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return texture(tex, transformedUV);
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}
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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transformedUV.y < 0.0 || transformedUV.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, transformedUV);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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// Sample textures with fill mode
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vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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// Mix the two textures based on progress value
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fragColor = mix(color1, color2, ubuf.progress) * ubuf.qt_Opacity;
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}
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@@ -0,0 +1,119 @@
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// ===== wp_iris_bloom.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1;
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layout(binding = 2) uniform sampler2D source2;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress;
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float centerX;
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float centerY;
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float smoothness;
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float aspectRatio;
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float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 2.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 3.5) {
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transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
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}
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else if (ubuf.fillMode < 4.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(uv.x, fract(tileUV.y));
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}
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else if (ubuf.fillMode < 5.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(fract(tileUV.x), uv.y);
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}
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else {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
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if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
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return texture(tex, transformedUV);
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}
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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transformedUV.y < 0.0 || transformedUV.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, transformedUV);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
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vec2 center = vec2(ubuf.centerX, ubuf.centerY);
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vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
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vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
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vec2 q = acUv - acCenter;
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float maxX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
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float maxY = max(center.y, 1.0 - center.y);
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float maxDist = length(vec2(maxX, maxY));
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float p = ubuf.progress;
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p = p * p * (3.0 - 2.0 * p);
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float radius = p * maxDist;
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// squash factor for the "eye" slit
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float squash = mix(0.2, 1.0, p);
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q.y /= squash;
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float dist = length(q);
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float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
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vec4 col = mix(color2, color1, t);
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if (ubuf.progress <= 0.0) col = color1;
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if (ubuf.progress >= 1.0) col = color2;
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fragColor = col * ubuf.qt_Opacity;
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}
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@@ -0,0 +1,125 @@
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// ===== wp_pixelate.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1; // Current wallpaper (underlay)
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper (pixelated overlay → sharp)
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress; // 0..1
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float centerX; // (unused, API compat)
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float centerY; // (unused)
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float smoothness; // controls starting block size (0..1)
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float aspectRatio; // (unused)
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float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
|
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if (ubuf.fillMode < 0.5) {
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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 2.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 3.5) {
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transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
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}
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else if (ubuf.fillMode < 4.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(uv.x, fract(tileUV.y));
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}
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else if (ubuf.fillMode < 5.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(fract(tileUV.x), uv.y);
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}
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else {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
|
||||
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return transformedUV;
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}
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|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
vec2 quantizeUV(vec2 uv, float cellPx) {
|
||||
vec2 screenSize = vec2(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
|
||||
float cell = max(1.0, ceil(cellPx)); // integer pixel cells
|
||||
vec2 grid = floor(uv * screenSize / cell) * cell + 0.5 * cell;
|
||||
return grid / screenSize;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
|
||||
vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
|
||||
float p = clamp(ubuf.progress, 0.0, 1.0);
|
||||
float pe = p * p * (3.0 - 2.0 * p); // smootherstep for opacity
|
||||
|
||||
// Screen-relative starting cell size:
|
||||
// smoothness=0 → ~10% of min(screen), smoothness=1 → ~80% of min(screen)
|
||||
float s = clamp(ubuf.smoothness, 0.0, 1.0);
|
||||
float minSide = min(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
|
||||
float startPx = mix(minSide * 0.10, minSide * 0.80, s); // big and obvious even on small screens
|
||||
|
||||
// Cell size shrinks continuously from startPx → 1 as p grows
|
||||
float cellPx = mix(startPx, 1.0, p);
|
||||
|
||||
// Sample next as pixelated overlay
|
||||
vec2 uvq = quantizeUV(uv, cellPx);
|
||||
vec4 newPix = sampleWithFillMode(source2, uvq, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// As we approach the end, sharpen the next from pixelated → full-res
|
||||
float sharpen = smoothstep(0.75, 1.0, p); // only near the end
|
||||
vec4 newFull = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
vec4 newCol = mix(newPix, newFull, sharpen);
|
||||
|
||||
vec4 outColor = mix(oldCol, newCol, pe);
|
||||
|
||||
// Snaps
|
||||
if (p <= 0.0) outColor = oldCol;
|
||||
if (p >= 1.0) outColor = newFull;
|
||||
|
||||
fragColor = outColor * ubuf.qt_Opacity;
|
||||
}
|
||||
@@ -0,0 +1,124 @@
|
||||
// ===== wp_portal.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1; // Current wallpaper (shrinks away)
|
||||
layout(binding = 2) uniform sampler2D source2; // Next wallpaper (underneath)
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float progress; // 0..1
|
||||
float centerX; // 0..1
|
||||
float centerY; // 0..1
|
||||
float smoothness; // 0..1 (edge softness)
|
||||
float aspectRatio; // width / height
|
||||
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
float imageHeight2;
|
||||
float screenWidth;
|
||||
float screenHeight;
|
||||
vec4 fillColor;
|
||||
} ubuf;
|
||||
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
|
||||
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
|
||||
}
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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);
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
|
||||
vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
vec4 newCol = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// Edge softness
|
||||
float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
|
||||
|
||||
// Aspect-corrected distance from center (keep circle round)
|
||||
vec2 center = vec2(ubuf.centerX, ubuf.centerY);
|
||||
vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
|
||||
vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
|
||||
float dist = length(acUv - acCenter);
|
||||
|
||||
// Max radius from center to cover screen
|
||||
float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
|
||||
float maxDistY = max(center.y, 1.0 - center.y);
|
||||
float maxDist = length(vec2(maxDistX, maxDistY));
|
||||
|
||||
// Smooth easing for a friendly feel
|
||||
float p = ubuf.progress;
|
||||
p = p * p * (3.0 - 2.0 * p);
|
||||
|
||||
// Portal radius shrinks from full to zero (bias by edgeSoft so it vanishes cleanly)
|
||||
float radius = (1.0 - p) * (maxDist + edgeSoft) - edgeSoft;
|
||||
|
||||
// Inside circle = old wallpaper; outside = new wallpaper
|
||||
float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
|
||||
// When radius is large: t ~ 0 inside (old), ~1 outside (new)
|
||||
// As radius shrinks, old area collapses to center.
|
||||
|
||||
vec4 col = mix(oldCol, newCol, t);
|
||||
|
||||
// Snaps
|
||||
if (ubuf.progress <= 0.0) col = oldCol; // full old at start
|
||||
if (ubuf.progress >= 1.0) col = newCol; // full new at end
|
||||
|
||||
fragColor = col * ubuf.qt_Opacity;
|
||||
}
|
||||
@@ -0,0 +1,205 @@
|
||||
// ===== wp_stripes.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1; // Current wallpaper
|
||||
layout(binding = 2) uniform sampler2D source2; // Next wallpaper
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float progress; // Transition progress (0.0 to 1.0)
|
||||
float stripeCount; // Number of stripes (default 12.0)
|
||||
float angle; // Angle of stripes in degrees (default 30.0)
|
||||
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
|
||||
float aspectRatio; // Width / Height of the screen
|
||||
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
float imageHeight2;
|
||||
float screenWidth;
|
||||
float screenHeight;
|
||||
vec4 fillColor;
|
||||
} ubuf;
|
||||
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
|
||||
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
|
||||
}
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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);
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
|
||||
// Sample textures with fill mode
|
||||
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// Map smoothness from 0.0-1.0 to 0.001-0.3 range
|
||||
// Using a non-linear mapping for better control at low values
|
||||
float mappedSmoothness = mix(0.001, 0.3, ubuf.smoothness * ubuf.smoothness);
|
||||
|
||||
// Use values directly without forcing defaults
|
||||
float stripes = (ubuf.stripeCount > 0.0) ? ubuf.stripeCount : 12.0;
|
||||
float angleRad = radians(ubuf.angle);
|
||||
float edgeSmooth = mappedSmoothness;
|
||||
|
||||
// Create a coordinate system for stripes based on angle
|
||||
// At 0°: vertical stripes (divide by x)
|
||||
// At 45°: diagonal stripes
|
||||
// At 90°: horizontal stripes (divide by y)
|
||||
|
||||
// Transform coordinates based on angle
|
||||
float cosA = cos(angleRad);
|
||||
float sinA = sin(angleRad);
|
||||
|
||||
// Project the UV position onto the stripe direction
|
||||
// This gives us the position along the stripe direction
|
||||
float stripeCoord = uv.x * cosA + uv.y * sinA;
|
||||
|
||||
// Perpendicular coordinate (for edge movement)
|
||||
float perpCoord = -uv.x * sinA + uv.y * cosA;
|
||||
|
||||
// Calculate the range of perpCoord based on angle
|
||||
// This determines how far edges need to travel to fully cover the screen
|
||||
float minPerp = min(min(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
|
||||
min(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
|
||||
float maxPerp = max(max(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
|
||||
max(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
|
||||
|
||||
// Determine which stripe we're in
|
||||
float stripePos = stripeCoord * stripes;
|
||||
int stripeIndex = int(floor(stripePos));
|
||||
|
||||
// Determine if this is an odd or even stripe
|
||||
bool isOddStripe = mod(float(stripeIndex), 2.0) != 0.0;
|
||||
|
||||
// Calculate the progress for this specific stripe with wave delay
|
||||
// Use absolute stripe position for consistent delay across all stripes
|
||||
float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
|
||||
|
||||
// Increased delay and better distribution
|
||||
float maxDelay = 0.1;
|
||||
float stripeDelay = normalizedStripePos * maxDelay;
|
||||
|
||||
// Better progress mapping that uses the full 0.0-1.0 range
|
||||
// Map progress so that:
|
||||
// - First stripe starts at progress = 0.0
|
||||
// - Last stripe finishes at progress = 1.0
|
||||
float stripeProgress;
|
||||
if (ubuf.progress <= stripeDelay) {
|
||||
stripeProgress = 0.0;
|
||||
} else if (ubuf.progress >= (stripeDelay + (1.0 - maxDelay))) {
|
||||
stripeProgress = 1.0;
|
||||
} else {
|
||||
// Scale the progress within the active window for this stripe
|
||||
float activeStart = stripeDelay;
|
||||
float activeEnd = stripeDelay + (1.0 - maxDelay);
|
||||
stripeProgress = (ubuf.progress - activeStart) / (activeEnd - activeStart);
|
||||
}
|
||||
|
||||
// Use gentler easing curve
|
||||
stripeProgress = stripeProgress * stripeProgress * (3.0 - 2.0 * stripeProgress); // Smootherstep instead of smoothstep
|
||||
|
||||
// Use the perpendicular coordinate for edge comparison
|
||||
float yPos = perpCoord;
|
||||
|
||||
// Calculate edge position for this stripe
|
||||
// Use the actual perpendicular coordinate range for this angle
|
||||
float perpRange = maxPerp - minPerp;
|
||||
float margin = edgeSmooth * 2.0; // Simplified margin calculation
|
||||
float edgePosition;
|
||||
if (isOddStripe) {
|
||||
// Odd stripes: edge moves from max to min
|
||||
edgePosition = maxPerp + margin - stripeProgress * (perpRange + margin * 2.0);
|
||||
} else {
|
||||
// Even stripes: edge moves from min to max
|
||||
edgePosition = minPerp - margin + stripeProgress * (perpRange + margin * 2.0);
|
||||
}
|
||||
|
||||
// Determine which wallpaper to show based on rotated position
|
||||
float mask;
|
||||
if (isOddStripe) {
|
||||
// Odd stripes reveal new wallpaper from bottom
|
||||
mask = smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
|
||||
} else {
|
||||
// Even stripes reveal new wallpaper from top
|
||||
mask = 1.0 - smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
|
||||
}
|
||||
|
||||
// Mix the wallpapers
|
||||
fragColor = mix(color1, color2, mask);
|
||||
|
||||
// Force exact values at start and end to prevent any bleed-through
|
||||
if (ubuf.progress <= 0.0) {
|
||||
fragColor = color1; // Only show old wallpaper at start
|
||||
} else if (ubuf.progress >= 1.0) {
|
||||
fragColor = color2; // Only show new wallpaper at end
|
||||
} else {
|
||||
// Add manga-style edge shadow only during transition
|
||||
float edgeDist = abs(yPos - edgePosition);
|
||||
float shadowStrength = 1.0 - smoothstep(0.0, edgeSmooth * 2.5, edgeDist);
|
||||
shadowStrength *= 0.2 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
|
||||
fragColor.rgb *= (1.0 - shadowStrength);
|
||||
|
||||
// Add slight vignette during transition for dramatic effect
|
||||
float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
|
||||
fragColor.rgb *= vignette;
|
||||
}
|
||||
|
||||
fragColor *= ubuf.qt_Opacity;
|
||||
}
|
||||
@@ -0,0 +1,129 @@
|
||||
// ===== wp_wipe.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1; // Current wallpaper
|
||||
layout(binding = 2) uniform sampler2D source2; // Next wallpaper
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float progress; // Transition progress (0.0 to 1.0)
|
||||
float direction; // 0=left, 1=right, 2=up, 3=down
|
||||
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
|
||||
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
float imageHeight2;
|
||||
float screenWidth;
|
||||
float screenHeight;
|
||||
vec4 fillColor;
|
||||
} ubuf;
|
||||
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
|
||||
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
|
||||
}
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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);
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
|
||||
// Sample textures with fill mode
|
||||
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// Map smoothness from 0.0-1.0 to 0.001-0.5 range
|
||||
// Using a non-linear mapping for better control
|
||||
float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
|
||||
|
||||
float edge = 0.0;
|
||||
float factor = 0.0;
|
||||
|
||||
// Extend the progress range to account for smoothness
|
||||
// This ensures the transition completes fully at the edges
|
||||
float extendedProgress = ubuf.progress * (1.0 + 2.0 * mappedSmoothness) - mappedSmoothness;
|
||||
|
||||
// Calculate edge position based on direction
|
||||
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
|
||||
if (ubuf.direction < 0.5) {
|
||||
// Wipe from right to left (new image enters from right)
|
||||
edge = 1.0 - extendedProgress;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
|
||||
fragColor = mix(color1, color2, factor);
|
||||
}
|
||||
else if (ubuf.direction < 1.5) {
|
||||
// Wipe from left to right (new image enters from left)
|
||||
edge = extendedProgress;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
|
||||
fragColor = mix(color2, color1, factor);
|
||||
}
|
||||
else if (ubuf.direction < 2.5) {
|
||||
// Wipe from bottom to top (new image enters from bottom)
|
||||
edge = 1.0 - extendedProgress;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
|
||||
fragColor = mix(color1, color2, factor);
|
||||
}
|
||||
else {
|
||||
// Wipe from top to bottom (new image enters from top)
|
||||
edge = extendedProgress;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
|
||||
fragColor = mix(color2, color1, factor);
|
||||
}
|
||||
|
||||
fragColor *= ubuf.qt_Opacity;
|
||||
}
|
||||
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Reference in New Issue
Block a user