mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-01-29 16:02:51 -05:00
Refactor pre-commit hooks to use prek (#976)
* ci: change to prek for pre-commit * refactor: fix shellcheck warnings for the scripts * chore: unify whitespace formatting * nix: add prek to dev shell
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@@ -15,7 +15,7 @@ layout(std140, binding = 0) uniform buf {
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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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@@ -97,30 +97,30 @@ void main() {
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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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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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}
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@@ -11,7 +11,7 @@ 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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@@ -81,11 +81,11 @@ vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight)
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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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}
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@@ -104,7 +104,7 @@ void main() {
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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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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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@@ -15,7 +15,7 @@ layout(std140, binding = 0) uniform buf {
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float angle; // Angle of stripes in degrees (default 30.0)
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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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@@ -84,58 +84,58 @@ vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight)
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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 0.001-0.3 range
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// Using a non-linear mapping for better control at low values
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float mappedSmoothness = mix(0.001, 0.3, ubuf.smoothness * ubuf.smoothness);
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// Use values directly without forcing defaults
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float stripes = (ubuf.stripeCount > 0.0) ? ubuf.stripeCount : 12.0;
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float angleRad = radians(ubuf.angle);
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float edgeSmooth = mappedSmoothness;
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// Create a coordinate system for stripes based on angle
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// At 0°: vertical stripes (divide by x)
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// At 45°: diagonal stripes
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// At 90°: horizontal stripes (divide by y)
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// Transform coordinates based on angle
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float cosA = cos(angleRad);
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float sinA = sin(angleRad);
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// Project the UV position onto the stripe direction
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// This gives us the position along the stripe direction
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float stripeCoord = uv.x * cosA + uv.y * sinA;
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// Perpendicular coordinate (for edge movement)
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float perpCoord = -uv.x * sinA + uv.y * cosA;
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// Calculate the range of perpCoord based on angle
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// This determines how far edges need to travel to fully cover the screen
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float minPerp = min(min(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
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min(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
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float maxPerp = max(max(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
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max(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
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// Determine which stripe we're in
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float stripePos = stripeCoord * stripes;
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int stripeIndex = int(floor(stripePos));
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// Determine if this is an odd or even stripe
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bool isOddStripe = mod(float(stripeIndex), 2.0) != 0.0;
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// Calculate the progress for this specific stripe with wave delay
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// Use absolute stripe position for consistent delay across all stripes
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float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
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// Increased delay and better distribution
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float maxDelay = 0.1;
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float stripeDelay = normalizedStripePos * maxDelay;
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// Better progress mapping that uses the full 0.0-1.0 range
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// Map progress so that:
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// - First stripe starts at progress = 0.0
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@@ -151,13 +151,13 @@ void main() {
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float activeEnd = stripeDelay + (1.0 - maxDelay);
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stripeProgress = (ubuf.progress - activeStart) / (activeEnd - activeStart);
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}
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// Use gentler easing curve
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stripeProgress = stripeProgress * stripeProgress * (3.0 - 2.0 * stripeProgress); // Smootherstep instead of smoothstep
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// Use the perpendicular coordinate for edge comparison
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float yPos = perpCoord;
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// Calculate edge position for this stripe
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// Use the actual perpendicular coordinate range for this angle
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float perpRange = maxPerp - minPerp;
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@@ -170,7 +170,7 @@ void main() {
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// Even stripes: edge moves from min to max
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edgePosition = minPerp - margin + stripeProgress * (perpRange + margin * 2.0);
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}
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// Determine which wallpaper to show based on rotated position
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float mask;
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if (isOddStripe) {
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@@ -180,10 +180,10 @@ void main() {
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// Even stripes reveal new wallpaper from top
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mask = 1.0 - smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
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}
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// Mix the wallpapers
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fragColor = mix(color1, color2, mask);
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// Force exact values at start and end to prevent any bleed-through
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if (ubuf.progress <= 0.0) {
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fragColor = color1; // Only show old wallpaper at start
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@@ -195,11 +195,11 @@ void main() {
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float shadowStrength = 1.0 - smoothstep(0.0, edgeSmooth * 2.5, edgeDist);
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shadowStrength *= 0.2 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
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fragColor.rgb *= (1.0 - shadowStrength);
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// Add slight vignette during transition for dramatic effect
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// Add slight vignette during transition for dramatic effect
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float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
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fragColor.rgb *= vignette;
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}
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fragColor *= ubuf.qt_Opacity;
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}
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}
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@@ -13,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
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float progress; // Transition progress (0.0 to 1.0)
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float direction; // 0=left, 1=right, 2=up, 3=down
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float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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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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@@ -82,22 +82,22 @@ vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight)
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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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float edge = 0.0;
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float factor = 0.0;
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// Extend the progress range to account for smoothness
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// This ensures the transition completes fully at the edges
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float extendedProgress = ubuf.progress * (1.0 + 2.0 * mappedSmoothness) - mappedSmoothness;
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// Calculate edge position based on direction
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// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
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if (ubuf.direction < 0.5) {
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@@ -105,7 +105,7 @@ void main() {
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edge = 1.0 - extendedProgress;
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factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
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fragColor = mix(color1, color2, factor);
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}
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}
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else if (ubuf.direction < 1.5) {
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// Wipe from left to right (new image enters from left)
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edge = extendedProgress;
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@@ -124,6 +124,6 @@ void main() {
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factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
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fragColor = mix(color2, color1, factor);
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}
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fragColor *= ubuf.qt_Opacity;
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}
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}
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