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https://github.com/AvengeMedia/DankMaterialShell.git
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ripple: use a shader for ripple effect
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56
quickshell/Shaders/frag/ripple.frag
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56
quickshell/Shaders/frag/ripple.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(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float widthPx;
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float heightPx;
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float cornerRadiusPx;
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float rippleCenterX;
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float rippleCenterY;
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float rippleRadius;
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float rippleOpacity;
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float offsetX;
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float offsetY;
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float parentWidth;
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float parentHeight;
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vec4 rippleCol;
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} ubuf;
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float sdRoundRect(vec2 p, vec2 b, float r) {
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vec2 q = abs(p) - (b - vec2(r));
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
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}
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void main() {
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vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx) + vec2(ubuf.offsetX, ubuf.offsetY);
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float aa = fwidth(length(px)) * 1.5;
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float circleD = length(px - vec2(ubuf.rippleCenterX, ubuf.rippleCenterY)) - ubuf.rippleRadius;
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float circleMask = 1.0 - smoothstep(-aa, aa, circleD);
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if (circleMask <= 0.0) {
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fragColor = vec4(0.0);
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return;
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}
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float rrMask = 1.0;
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if (ubuf.cornerRadiusPx > 0.0) {
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vec2 halfSize = vec2(ubuf.parentWidth, ubuf.parentHeight) * 0.5;
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float r = min(ubuf.cornerRadiusPx, min(halfSize.x, halfSize.y));
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float rrD = sdRoundRect(px - halfSize, halfSize, r);
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rrMask = 1.0 - smoothstep(-aa, aa, rrD);
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}
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float mask = circleMask * rrMask;
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if (mask <= 0.0) {
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fragColor = vec4(0.0);
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return;
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}
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float a = ubuf.rippleCol.a * ubuf.rippleOpacity * mask * ubuf.qt_Opacity;
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fragColor = vec4(ubuf.rippleCol.rgb * a, a);
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}
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BIN
quickshell/Shaders/qsb/ripple.frag.qsb
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BIN
quickshell/Shaders/qsb/ripple.frag.qsb
Normal file
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