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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
This commit is contained in:
Marcus Ramberg
2025-12-11 15:11:12 +01:00
committed by GitHub
parent c8cfe0cb5a
commit 7c88865d67
147 changed files with 805 additions and 860 deletions

View File

@@ -15,7 +15,7 @@ layout(std140, binding = 0) uniform buf {
float centerY; // Y coordinate of disc center (0.0 to 1.0)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float aspectRatio; // Width / Height of the screen
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
float imageWidth1;
float imageHeight1;
@@ -97,30 +97,30 @@ void main() {
// This makes distances circular instead of elliptical
vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
// Calculate distance in aspect-corrected space
float dist = distance(adjustedUV, adjustedCenter);
// Calculate the maximum possible distance (corner to corner)
// This ensures the disc can cover the entire screen
float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
(1.0 - ubuf.centerX) * ubuf.aspectRatio);
float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
float maxDist = length(vec2(maxDistX, maxDistY));
// Scale progress to cover the maximum distance
// Add extra range for smoothness to ensure complete coverage
// Adjust smoothness for aspect ratio to maintain consistent visual appearance
float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
float radius = ubuf.progress * (maxDist + adjustedSmoothness);
// Use smoothstep for a smooth edge transition
float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist);
// Mix the textures (factor = 0 inside disc, 1 outside)
fragColor = mix(color2, color1, factor);
if (ubuf.progress <= 0.0) fragColor = color1;
fragColor *= ubuf.qt_Opacity;
}
}

View File

@@ -11,7 +11,7 @@ layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress;
// Fill mode parameters
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
float imageWidth1; // Width of source1 image
@@ -81,11 +81,11 @@ vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight)
void main() {
vec2 uv = qt_TexCoord0;
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Mix the two textures based on progress value
fragColor = mix(color1, color2, ubuf.progress) * ubuf.qt_Opacity;
}
}

View File

@@ -104,7 +104,7 @@ void main() {
float radius = p * maxDist;
// squash factor for the "eye" slit
float squash = mix(0.2, 1.0, p);
float squash = mix(0.2, 1.0, p);
q.y /= squash;
float dist = length(q);

View File

@@ -15,7 +15,7 @@ layout(std140, binding = 0) uniform buf {
float angle; // Angle of stripes in degrees (default 30.0)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float aspectRatio; // Width / Height of the screen
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
float imageWidth1;
float imageHeight1;
@@ -84,58 +84,58 @@ vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight)
void main() {
vec2 uv = qt_TexCoord0;
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Map smoothness from 0.0-1.0 to 0.001-0.3 range
// Using a non-linear mapping for better control at low values
float mappedSmoothness = mix(0.001, 0.3, ubuf.smoothness * ubuf.smoothness);
// Use values directly without forcing defaults
float stripes = (ubuf.stripeCount > 0.0) ? ubuf.stripeCount : 12.0;
float angleRad = radians(ubuf.angle);
float edgeSmooth = mappedSmoothness;
// Create a coordinate system for stripes based on angle
// At 0°: vertical stripes (divide by x)
// At 45°: diagonal stripes
// At 90°: horizontal stripes (divide by y)
// Transform coordinates based on angle
float cosA = cos(angleRad);
float sinA = sin(angleRad);
// Project the UV position onto the stripe direction
// This gives us the position along the stripe direction
float stripeCoord = uv.x * cosA + uv.y * sinA;
// Perpendicular coordinate (for edge movement)
float perpCoord = -uv.x * sinA + uv.y * cosA;
// Calculate the range of perpCoord based on angle
// This determines how far edges need to travel to fully cover the screen
float minPerp = min(min(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
min(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
float maxPerp = max(max(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
max(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
// Determine which stripe we're in
float stripePos = stripeCoord * stripes;
int stripeIndex = int(floor(stripePos));
// Determine if this is an odd or even stripe
bool isOddStripe = mod(float(stripeIndex), 2.0) != 0.0;
// Calculate the progress for this specific stripe with wave delay
// Use absolute stripe position for consistent delay across all stripes
float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
// Increased delay and better distribution
float maxDelay = 0.1;
float stripeDelay = normalizedStripePos * maxDelay;
// Better progress mapping that uses the full 0.0-1.0 range
// Map progress so that:
// - First stripe starts at progress = 0.0
@@ -151,13 +151,13 @@ void main() {
float activeEnd = stripeDelay + (1.0 - maxDelay);
stripeProgress = (ubuf.progress - activeStart) / (activeEnd - activeStart);
}
// Use gentler easing curve
stripeProgress = stripeProgress * stripeProgress * (3.0 - 2.0 * stripeProgress); // Smootherstep instead of smoothstep
// Use the perpendicular coordinate for edge comparison
float yPos = perpCoord;
// Calculate edge position for this stripe
// Use the actual perpendicular coordinate range for this angle
float perpRange = maxPerp - minPerp;
@@ -170,7 +170,7 @@ void main() {
// Even stripes: edge moves from min to max
edgePosition = minPerp - margin + stripeProgress * (perpRange + margin * 2.0);
}
// Determine which wallpaper to show based on rotated position
float mask;
if (isOddStripe) {
@@ -180,10 +180,10 @@ void main() {
// Even stripes reveal new wallpaper from top
mask = 1.0 - smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
}
// Mix the wallpapers
fragColor = mix(color1, color2, mask);
// Force exact values at start and end to prevent any bleed-through
if (ubuf.progress <= 0.0) {
fragColor = color1; // Only show old wallpaper at start
@@ -195,11 +195,11 @@ void main() {
float shadowStrength = 1.0 - smoothstep(0.0, edgeSmooth * 2.5, edgeDist);
shadowStrength *= 0.2 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
fragColor.rgb *= (1.0 - shadowStrength);
// Add slight vignette during transition for dramatic effect
// Add slight vignette during transition for dramatic effect
float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
fragColor.rgb *= vignette;
}
fragColor *= ubuf.qt_Opacity;
}
}

View File

@@ -13,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
float progress; // Transition progress (0.0 to 1.0)
float direction; // 0=left, 1=right, 2=up, 3=down
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
float imageWidth1;
float imageHeight1;
@@ -82,22 +82,22 @@ vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight)
void main() {
vec2 uv = qt_TexCoord0;
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Map smoothness from 0.0-1.0 to 0.001-0.5 range
// Using a non-linear mapping for better control
float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
float edge = 0.0;
float factor = 0.0;
// Extend the progress range to account for smoothness
// This ensures the transition completes fully at the edges
float extendedProgress = ubuf.progress * (1.0 + 2.0 * mappedSmoothness) - mappedSmoothness;
// Calculate edge position based on direction
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
if (ubuf.direction < 0.5) {
@@ -105,7 +105,7 @@ void main() {
edge = 1.0 - extendedProgress;
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
fragColor = mix(color1, color2, factor);
}
}
else if (ubuf.direction < 1.5) {
// Wipe from left to right (new image enters from left)
edge = extendedProgress;
@@ -124,6 +124,6 @@ void main() {
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
fragColor = mix(color2, color1, factor);
}
fragColor *= ubuf.qt_Opacity;
}
}