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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-01-30 08:22:51 -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

@@ -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;
}
}