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switch hto monorepo structure
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125
quickshell/Shaders/frag/wp_pixelate.frag
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125
quickshell/Shaders/frag/wp_pixelate.frag
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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) {
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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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vec2 quantizeUV(vec2 uv, float cellPx) {
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vec2 screenSize = vec2(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
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float cell = max(1.0, ceil(cellPx)); // integer pixel cells
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vec2 grid = floor(uv * screenSize / cell) * cell + 0.5 * cell;
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return grid / screenSize;
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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float p = clamp(ubuf.progress, 0.0, 1.0);
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float pe = p * p * (3.0 - 2.0 * p); // smootherstep for opacity
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// Screen-relative starting cell size:
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// smoothness=0 → ~10% of min(screen), smoothness=1 → ~80% of min(screen)
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float s = clamp(ubuf.smoothness, 0.0, 1.0);
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float minSide = min(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
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float startPx = mix(minSide * 0.10, minSide * 0.80, s); // big and obvious even on small screens
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// Cell size shrinks continuously from startPx → 1 as p grows
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float cellPx = mix(startPx, 1.0, p);
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// Sample next as pixelated overlay
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vec2 uvq = quantizeUV(uv, cellPx);
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vec4 newPix = sampleWithFillMode(source2, uvq, ubuf.imageWidth2, ubuf.imageHeight2);
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// As we approach the end, sharpen the next from pixelated → full-res
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float sharpen = smoothstep(0.75, 1.0, p); // only near the end
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vec4 newFull = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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vec4 newCol = mix(newPix, newFull, sharpen);
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vec4 outColor = mix(oldCol, newCol, pe);
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// Snaps
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if (p <= 0.0) outColor = oldCol;
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if (p >= 1.0) outColor = newFull;
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fragColor = outColor * ubuf.qt_Opacity;
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}
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