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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-04-15 10:12:07 -04:00

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;
}
}