mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-01-28 07:22:50 -05:00
wallpaper: support different fill modes
This commit is contained in:
@@ -16,67 +16,69 @@ layout(std140, binding = 0) uniform buf {
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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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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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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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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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// Calculate UV coordinates based on fill mode
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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float imageAspect = imgWidth / imgHeight;
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float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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// Mode 0: no (center) - No resize, center image at original size
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// Convert UV to pixel coordinates, offset, then back to UV in image space
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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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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
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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 < 2.5) {
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// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
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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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// Convert screen UV to pixel coordinates
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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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// Adjust for offset and scale
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vec2 imagePixel = (screenPixel - offset) / scale;
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// Convert back to UV coordinates in image space
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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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// Mode 3: stretch - Use original UV (stretches to fit)
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// No transformation needed for stretch mode
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return transformedUV;
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}
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// Sample texture with fill mode and handle out-of-bounds
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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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// Check if UV is out of bounds
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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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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@@ -13,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
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float progress;
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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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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@@ -23,56 +23,59 @@ layout(std140, binding = 0) uniform buf {
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vec4 fillColor; // Fill color for empty areas (default: black)
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} ubuf;
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// Calculate UV coordinates based on fill mode
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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float imageAspect = imgWidth / imgHeight;
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float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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// Mode 0: no (center) - No resize, center image at original size
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// Convert UV to pixel coordinates, offset, then back to UV in image space
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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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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
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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 < 2.5) {
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// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
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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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// Convert screen UV to pixel coordinates
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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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// Adjust for offset and scale
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vec2 imagePixel = (screenPixel - offset) / scale;
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// Convert back to UV coordinates in image space
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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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// Mode 3: stretch - Use original UV (stretches to fit)
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// No transformation needed for stretch mode
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return transformedUV;
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}
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// Sample texture with fill mode and handle out-of-bounds
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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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// Check if UV is out of bounds
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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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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@@ -16,7 +16,7 @@ layout(std140, binding = 0) uniform buf {
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float smoothness;
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float aspectRatio;
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float fillMode;
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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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@@ -28,35 +28,58 @@ layout(std140, binding = 0) uniform buf {
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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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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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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 < 2.5) {
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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) - vec2(scaledImageSize)) * 0.5;
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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 imagePixel = (screenPixel - offset) / scale;
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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 tuv = calculateUV(uv, imgWidth, imgHeight);
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if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) {
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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, tuv);
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return texture(tex, transformedUV);
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}
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void main() {
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@@ -16,8 +16,7 @@ layout(std140, binding = 0) uniform buf {
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float smoothness; // controls starting block size (0..1)
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float aspectRatio; // (unused)
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop, 2=fit, 3=stretch
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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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@@ -29,17 +28,11 @@ layout(std140, binding = 0) uniform buf {
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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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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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} else if (ubuf.fillMode < 1.5) {
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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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} else if (ubuf.fillMode < 2.5) {
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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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@@ -47,13 +40,46 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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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 w, float h) {
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vec2 tuv = calculateUV(uv, w, h);
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if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
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return texture(tex, tuv);
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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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@@ -16,8 +16,7 @@ layout(std140, binding = 0) uniform buf {
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float smoothness; // 0..1 (edge softness)
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float aspectRatio; // width / height
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// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
@@ -31,18 +30,9 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
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);
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
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 < 2.5) {
|
||||
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;
|
||||
@@ -50,15 +40,46 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// else: stretch
|
||||
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 w, float h) {
|
||||
vec2 tuv = calculateUV(uv, w, h);
|
||||
if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
|
||||
return texture(tex, tuv);
|
||||
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() {
|
||||
|
||||
@@ -16,67 +16,69 @@ layout(std140, binding = 0) uniform buf {
|
||||
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
|
||||
float aspectRatio; // Width / Height of the screen
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
|
||||
float imageWidth1; // Width of source1 image
|
||||
float imageHeight1; // Height of source1 image
|
||||
float imageWidth2; // Width of source2 image
|
||||
float imageHeight2; // Height of source2 image
|
||||
float screenWidth; // Screen width
|
||||
float screenHeight; // Screen height
|
||||
vec4 fillColor; // Fill color for empty areas (default: black)
|
||||
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;
|
||||
|
||||
// Calculate UV coordinates based on fill mode
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
float imageAspect = imgWidth / imgHeight;
|
||||
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
// Mode 0: no (center) - No resize, center image at original size
|
||||
// Convert UV to pixel coordinates, offset, then back to UV in image space
|
||||
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);
|
||||
}
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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 < 2.5) {
|
||||
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
|
||||
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;
|
||||
|
||||
// Convert screen UV to pixel coordinates
|
||||
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);
|
||||
// Adjust for offset and scale
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
// Convert back to UV coordinates in image space
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// Mode 3: stretch - Use original UV (stretches to fit)
|
||||
// No transformation needed for stretch mode
|
||||
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
// Sample texture with fill mode and handle out-of-bounds
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
// Check if UV is out of bounds
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
@@ -14,67 +14,69 @@ layout(std140, binding = 0) uniform buf {
|
||||
float direction; // 0=left, 1=right, 2=up, 3=down
|
||||
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
|
||||
float imageWidth1; // Width of source1 image
|
||||
float imageHeight1; // Height of source1 image
|
||||
float imageWidth2; // Width of source2 image
|
||||
float imageHeight2; // Height of source2 image
|
||||
float screenWidth; // Screen width
|
||||
float screenHeight; // Screen height
|
||||
vec4 fillColor; // Fill color for empty areas (default: black)
|
||||
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;
|
||||
|
||||
// Calculate UV coordinates based on fill mode
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
float imageAspect = imgWidth / imgHeight;
|
||||
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
// Mode 0: no (center) - No resize, center image at original size
|
||||
// Convert UV to pixel coordinates, offset, then back to UV in image space
|
||||
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);
|
||||
}
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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 < 2.5) {
|
||||
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
|
||||
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;
|
||||
|
||||
// Convert screen UV to pixel coordinates
|
||||
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);
|
||||
// Adjust for offset and scale
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
// Convert back to UV coordinates in image space
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// Mode 3: stretch - Use original UV (stretches to fit)
|
||||
// No transformation needed for stretch mode
|
||||
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
// Sample texture with fill mode and handle out-of-bounds
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
// Check if UV is out of bounds
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user