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https://github.com/AvengeMedia/DankMaterialShell.git
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switch hto monorepo structure
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91
quickshell/Shaders/frag/wp_fade.frag
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91
quickshell/Shaders/frag/wp_fade.frag
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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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