mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-01-24 21:42:51 -05:00
Add wallpaper transition effects, courtesy of @Ly-Sec
- Just copied the shaders from noctalia since they're pretty awesome
This commit is contained in:
@@ -45,6 +45,7 @@ Singleton {
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property string wallpaperCyclingTime: "06:00" // HH:mm format
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property string lastBrightnessDevice: ""
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property string launchPrefix: ""
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property string wallpaperTransition: "fade"
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// Power management settings - AC Power
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property int acMonitorTimeout: 0 // Never
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@@ -114,6 +115,7 @@ Singleton {
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wallpaperCyclingTime = settings.wallpaperCyclingTime !== undefined ? settings.wallpaperCyclingTime : "06:00"
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lastBrightnessDevice = settings.lastBrightnessDevice !== undefined ? settings.lastBrightnessDevice : ""
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launchPrefix = settings.launchPrefix !== undefined ? settings.launchPrefix : ""
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wallpaperTransition = settings.wallpaperTransition !== undefined ? settings.wallpaperTransition : "fade"
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acMonitorTimeout = settings.acMonitorTimeout !== undefined ? settings.acMonitorTimeout : 0
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acLockTimeout = settings.acLockTimeout !== undefined ? settings.acLockTimeout : 0
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@@ -166,6 +168,7 @@ Singleton {
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"wallpaperCyclingTime": wallpaperCyclingTime,
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"lastBrightnessDevice": lastBrightnessDevice,
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"launchPrefix": launchPrefix,
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"wallpaperTransition": wallpaperTransition,
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"acMonitorTimeout": acMonitorTimeout,
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"acLockTimeout": acLockTimeout,
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"acSuspendTimeout": acSuspendTimeout,
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@@ -256,7 +259,6 @@ Singleton {
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saveSettings()
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if (typeof Theme !== "undefined") {
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Theme.screenTransition()
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if (Theme.currentTheme === Theme.dynamic) {
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Theme.extractColors()
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}
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@@ -421,6 +423,11 @@ Singleton {
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saveSettings()
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}
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function setWallpaperTransition(transition) {
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wallpaperTransition = transition
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saveSettings()
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}
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function setAcMonitorTimeout(timeout) {
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acMonitorTimeout = timeout
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saveSettings()
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@@ -218,8 +218,10 @@ Singleton {
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CompositorService.isNiri && NiriService.doScreenTransition()
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}
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function switchTheme(themeName, savePrefs = true) {
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screenTransition()
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function switchTheme(themeName, savePrefs = true, enableTransition = true) {
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if (enableTransition) {
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screenTransition()
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}
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if (themeName === dynamic) {
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currentTheme = dynamic
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currentThemeCategory = dynamic
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@@ -287,7 +289,7 @@ Singleton {
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function switchThemeCategory(category, defaultTheme) {
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currentThemeCategory = category
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switchTheme(defaultTheme)
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switchTheme(defaultTheme, true, false)
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}
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function getCatppuccinColor(variantName) {
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@@ -511,6 +513,10 @@ Singleton {
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return
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}
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if (typeof NiriService !== "undefined" && CompositorService.isNiri) {
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NiriService.suppressNextToast()
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}
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const desired = {
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"kind": kind,
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"value": value,
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@@ -677,6 +677,33 @@ Item {
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}
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}
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}
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Rectangle {
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width: parent.width
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height: 1
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color: Theme.outline
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opacity: 0.2
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}
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DankDropdown {
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width: parent.width
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text: "Transition Effect"
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description: "Visual effect used when wallpaper changes"
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currentValue: {
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switch (SessionData.wallpaperTransition) {
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case "fade": return "Fade"
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case "wipe": return "Wipe"
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case "disc": return "Disc"
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case "stripes": return "Stripes"
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default: return "Fade"
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}
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}
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options: ["Fade", "Wipe", "Disc", "Stripes"]
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onValueChanged: value => {
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var transition = value.toLowerCase()
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SessionData.setWallpaperTransition(transition)
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}
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}
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}
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}
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@@ -208,11 +208,11 @@ Item {
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else if (ToastService.wallpaperErrorStatus === "error")
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ToastService.showError("Wallpaper processing failed - check wallpaper path")
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else
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Theme.switchTheme(Theme.dynamic)
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Theme.switchTheme(Theme.dynamic, true, false)
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break
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case 3:
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if (Theme.currentThemeName !== "custom") {
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Theme.switchTheme("custom")
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Theme.switchTheme("custom", true, false)
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}
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break
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}
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@@ -28,7 +28,7 @@ LazyLoader {
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anchors.left: true
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anchors.right: true
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color: "black"
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color: "transparent"
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Item {
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id: root
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@@ -36,7 +36,22 @@ LazyLoader {
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property string source: SessionData.getMonitorWallpaper(modelData.name) || ""
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property bool isColorSource: source.startsWith("#")
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property Image current: one
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property string transitionType: SessionData.wallpaperTransition
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property real transitionProgress: 0
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property real fillMode: 1.0
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property vector4d fillColor: Qt.vector4d(0, 0, 0, 1)
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property real edgeSmoothness: 0.1
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property real wipeDirection: 0
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property real discCenterX: 0.5
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property real discCenterY: 0.5
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property real stripesCount: 16
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property real stripesAngle: 0
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readonly property bool transitioning: transitionAnimation.running
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property bool hasCurrent: currentWallpaper.status === Image.Ready && !!currentWallpaper.source
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property bool booting: !hasCurrent && nextWallpaper.status === Image.Ready
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WallpaperEngineProc {
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id: weProc
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@@ -49,40 +64,61 @@ LazyLoader {
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onSourceChanged: {
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const isWE = source.startsWith("we:")
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const isColor = source.startsWith("#")
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if (isWE) {
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current = null
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one.source = ""
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two.source = ""
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weProc.start(source.substring(3)) // strip "we:"
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setWallpaperImmediate("")
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weProc.start(source.substring(3))
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} else {
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weProc.stop()
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if (!source) {
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current = null
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one.source = ""
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two.source = ""
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} else if (isColorSource) {
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current = null
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one.source = ""
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two.source = ""
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setWallpaperImmediate("")
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} else if (isColor) {
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setWallpaperImmediate("")
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} else {
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if (current === one)
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two.update()
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else
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one.update()
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changeWallpaper(source.startsWith("file://") ? source : "file://" + source)
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}
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}
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}
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onIsColorSourceChanged: {
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if (isColorSource) {
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current = null
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one.source = ""
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two.source = ""
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} else if (source) {
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if (current === one)
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two.update()
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else
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one.update()
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function setWallpaperImmediate(newSource) {
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transitionAnimation.stop()
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root.transitionProgress = 0.0
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currentWallpaper.source = newSource
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nextWallpaper.source = ""
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}
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function changeWallpaper(newPath) {
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if (newPath === currentWallpaper.source) return
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if (!newPath || newPath.startsWith("#")) return
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if (root.transitioning) {
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transitionAnimation.stop()
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root.transitionProgress = 0
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currentWallpaper.source = nextWallpaper.source
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nextWallpaper.source = ""
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}
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if (root.transitionType === "wipe") {
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root.wipeDirection = Math.random() * 4
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} else if (root.transitionType === "disc") {
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root.discCenterX = Math.random()
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root.discCenterY = Math.random()
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} else if (root.transitionType === "stripes") {
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root.stripesCount = Math.round(Math.random() * 20 + 4)
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root.stripesAngle = Math.random() * 360
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}
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nextWallpaper.source = newPath
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if (currentWallpaper.source) {
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if (nextWallpaper.status === Image.Ready) {
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transitionAnimation.start()
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}
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} else {
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if (nextWallpaper.status === Image.Ready) {
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transitionAnimation.start()
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}
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}
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}
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@@ -96,57 +132,172 @@ LazyLoader {
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}
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}
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Img {
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id: one
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}
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Img {
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id: two
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}
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component Img: Image {
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id: img
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function update(): void {
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source = ""
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source = root.source
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}
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Rectangle {
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id: transparentRect
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anchors.fill: parent
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fillMode: Image.PreserveAspectCrop
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smooth: true
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asynchronous: true
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cache: false
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color: "transparent"
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visible: false
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}
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ShaderEffectSource {
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id: transparentSource
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sourceItem: transparentRect
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hideSource: true
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live: false
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}
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Image {
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id: currentWallpaper
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anchors.fill: parent
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visible: true
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opacity: 0
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layer.enabled: true
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asynchronous: true
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smooth: true
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cache: true
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fillMode: Image.PreserveAspectCrop
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}
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Image {
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id: nextWallpaper
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anchors.fill: parent
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visible: true
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opacity: 0
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layer.enabled: true
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asynchronous: true
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smooth: true
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cache: true
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fillMode: Image.PreserveAspectCrop
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onStatusChanged: {
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if (status === Image.Ready) {
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root.current = this
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if (root.current === one && two.source) {
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two.source = ""
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} else if (root.current === two && one.source) {
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one.source = ""
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if (status !== Image.Ready) return
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if (currentWallpaper.source) {
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if (!root.transitioning && root.transitionType !== "none") {
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transitionAnimation.start()
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} else if (root.transitionType === "none") {
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currentWallpaper.source = source
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nextWallpaper.source = ""
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root.transitionProgress = 0.0
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}
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} else {
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if (!root.transitioning && root.transitionType !== "none") {
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transitionAnimation.start()
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} else if (root.transitionType === "none") {
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currentWallpaper.source = source
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nextWallpaper.source = ""
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root.transitionProgress = 0.0
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}
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}
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}
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}
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states: State {
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name: "visible"
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when: root.current === img
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ShaderEffect {
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id: fadeShader
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anchors.fill: parent
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visible: (root.transitionType === "fade" || root.transitionType === "none") && (root.hasCurrent || root.booting)
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PropertyChanges {
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img.opacity: 1
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}
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}
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property variant source1: root.hasCurrent ? currentWallpaper : transparentSource
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real fillMode: root.fillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : height)
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property real imageWidth2: Math.max(1, source2.sourceSize.width)
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property real imageHeight2: Math.max(1, source2.sourceSize.height)
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property real screenWidth: width
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property real screenHeight: height
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transitions: Transition {
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NumberAnimation {
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target: img
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properties: "opacity"
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duration: Theme.mediumDuration
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easing.type: Easing.OutCubic
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}
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fragmentShader: Qt.resolvedUrl("../Shaders/qsb/wp_fade.frag.qsb")
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}
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ShaderEffect {
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id: wipeShader
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anchors.fill: parent
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visible: root.transitionType === "wipe" && (root.hasCurrent || root.booting)
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property variant source1: root.hasCurrent ? currentWallpaper : transparentSource
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real direction: root.wipeDirection
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property real fillMode: root.fillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : height)
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property real imageWidth2: Math.max(1, source2.sourceSize.width)
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property real imageHeight2: Math.max(1, source2.sourceSize.height)
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property real screenWidth: width
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property real screenHeight: height
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fragmentShader: Qt.resolvedUrl("../Shaders/qsb/wp_wipe.frag.qsb")
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}
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ShaderEffect {
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id: discShader
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anchors.fill: parent
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visible: root.transitionType === "disc" && (root.hasCurrent || root.booting)
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property variant source1: root.hasCurrent ? currentWallpaper : transparentSource
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real aspectRatio: root.width / root.height
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property real centerX: root.discCenterX
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property real centerY: root.discCenterY
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property real fillMode: root.fillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : height)
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property real imageWidth2: Math.max(1, source2.sourceSize.width)
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property real imageHeight2: Math.max(1, source2.sourceSize.height)
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property real screenWidth: width
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property real screenHeight: height
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fragmentShader: Qt.resolvedUrl("../Shaders/qsb/wp_disc.frag.qsb")
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}
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ShaderEffect {
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id: stripesShader
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anchors.fill: parent
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visible: root.transitionType === "stripes" && (root.hasCurrent || root.booting)
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property variant source1: root.hasCurrent ? currentWallpaper : transparentSource
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real aspectRatio: root.width / root.height
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property real stripeCount: root.stripesCount
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property real angle: root.stripesAngle
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property real fillMode: root.fillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : height)
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property real imageWidth2: Math.max(1, source2.sourceSize.width)
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property real imageHeight2: Math.max(1, source2.sourceSize.height)
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property real screenWidth: width
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property real screenHeight: height
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fragmentShader: Qt.resolvedUrl("../Shaders/qsb/wp_stripes.frag.qsb")
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}
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NumberAnimation {
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id: transitionAnimation
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target: root
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property: "transitionProgress"
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from: 0.0
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to: 1.0
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duration: 1000
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easing.type: Easing.InOutCubic
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onFinished: {
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Qt.callLater(() => {
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if (nextWallpaper.source && nextWallpaper.status === Image.Ready && !nextWallpaper.source.toString().startsWith("#")) {
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currentWallpaper.source = nextWallpaper.source
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}
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nextWallpaper.source = ""
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root.transitionProgress = 0.0
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})
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}
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}
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}
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@@ -29,6 +29,7 @@ Singleton {
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property string configValidationOutput: ""
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property bool hasInitialConnection: false
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property bool suppressConfigToast: true
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property bool suppressNextConfigToast: false
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readonly property string socketPath: Quickshell.env("NIRI_SOCKET")
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@@ -345,9 +346,10 @@ Singleton {
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if (ToastService.toastVisible && ToastService.currentLevel === ToastService.levelError) {
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ToastService.hideToast()
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}
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if (hasInitialConnection && !suppressConfigToast) {
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if (hasInitialConnection && !suppressConfigToast && !suppressNextConfigToast) {
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ToastService.showInfo("niri: config reloaded")
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}
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suppressNextConfigToast = false
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}
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|
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if (!hasInitialConnection) {
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@@ -493,6 +495,10 @@ Singleton {
|
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})
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}
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|
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function suppressNextToast() {
|
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suppressNextConfigToast = true
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}
|
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|
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function findNiriWindow(toplevel) {
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if (!toplevel.appId) {
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return null
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|
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30
Shaders/frag/circled_image.frag
Normal file
30
Shaders/frag/circled_image.frag
Normal file
@@ -0,0 +1,30 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
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||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source;
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||||
|
||||
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 imageOpacity;
|
||||
} ubuf;
|
||||
|
||||
void main() {
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||||
// Center coordinates around (0, 0)
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||||
vec2 uv = qt_TexCoord0 - 0.5;
|
||||
|
||||
// Calculate distance from center
|
||||
float distance = length(uv);
|
||||
|
||||
// Create circular mask - anything beyond radius 0.5 is transparent
|
||||
float mask = 1.0 - smoothstep(0.48, 0.52, distance);
|
||||
|
||||
// Sample the texture
|
||||
vec4 color = texture(source, qt_TexCoord0);
|
||||
|
||||
// Apply the circular mask and opacity
|
||||
float finalAlpha = color.a * mask * ubuf.imageOpacity * ubuf.qt_Opacity;
|
||||
fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
|
||||
}
|
||||
56
Shaders/frag/rounded_image.frag
Normal file
56
Shaders/frag/rounded_image.frag
Normal file
@@ -0,0 +1,56 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
// Custom properties with non-conflicting names
|
||||
float itemWidth;
|
||||
float itemHeight;
|
||||
float cornerRadius;
|
||||
float imageOpacity;
|
||||
} ubuf;
|
||||
|
||||
// Function to calculate the signed distance from a point to a rounded box
|
||||
float roundedBoxSDF(vec2 centerPos, vec2 boxSize, float radius) {
|
||||
vec2 d = abs(centerPos) - boxSize + radius;
|
||||
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Get size from uniforms
|
||||
vec2 itemSize = vec2(ubuf.itemWidth, ubuf.itemHeight);
|
||||
float cornerRadius = ubuf.cornerRadius;
|
||||
float itemOpacity = ubuf.imageOpacity;
|
||||
|
||||
// Normalize coordinates to [-0.5, 0.5] range
|
||||
vec2 uv = qt_TexCoord0 - 0.5;
|
||||
|
||||
// Scale by aspect ratio to maintain uniform rounding
|
||||
vec2 aspectRatio = itemSize / max(itemSize.x, itemSize.y);
|
||||
uv *= aspectRatio;
|
||||
|
||||
// Calculate half size in normalized space
|
||||
vec2 halfSize = 0.5 * aspectRatio;
|
||||
|
||||
// Normalize the corner radius
|
||||
float normalizedRadius = cornerRadius / max(itemSize.x, itemSize.y);
|
||||
|
||||
// Calculate distance to rounded rectangle
|
||||
float distance = roundedBoxSDF(uv, halfSize, normalizedRadius);
|
||||
|
||||
// Create smooth alpha mask
|
||||
float smoothedAlpha = 1.0 - smoothstep(0.0, fwidth(distance), distance);
|
||||
|
||||
// Sample the texture
|
||||
vec4 color = texture(source, qt_TexCoord0);
|
||||
|
||||
// Apply the rounded mask and opacity
|
||||
// Make sure areas outside the rounded rect are completely transparent
|
||||
float finalAlpha = color.a * smoothedAlpha * itemOpacity * ubuf.qt_Opacity;
|
||||
fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
|
||||
}
|
||||
122
Shaders/frag/wp_disc.frag
Normal file
122
Shaders/frag/wp_disc.frag
Normal file
@@ -0,0 +1,122 @@
|
||||
// ===== wp_disc.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1; // Current wallpaper
|
||||
layout(binding = 2) uniform sampler2D source2; // Next wallpaper
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float progress; // Transition progress (0.0 to 1.0)
|
||||
float centerX; // X coordinate of disc center (0.0 to 1.0)
|
||||
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
|
||||
|
||||
// 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)
|
||||
} 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);
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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
|
||||
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
|
||||
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 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
// Adjust UV coordinates to compensate for aspect ratio
|
||||
// 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,
|
||||
(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);
|
||||
|
||||
fragColor *= ubuf.qt_Opacity;
|
||||
}
|
||||
88
Shaders/frag/wp_fade.frag
Normal file
88
Shaders/frag/wp_fade.frag
Normal file
@@ -0,0 +1,88 @@
|
||||
// ===== wp_fade.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1;
|
||||
layout(binding = 2) uniform sampler2D source2;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float progress;
|
||||
|
||||
// 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)
|
||||
} 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);
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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
|
||||
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
|
||||
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 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
203
Shaders/frag/wp_stripes.frag
Normal file
203
Shaders/frag/wp_stripes.frag
Normal file
@@ -0,0 +1,203 @@
|
||||
// ===== wp_stripes.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1; // Current wallpaper
|
||||
layout(binding = 2) uniform sampler2D source2; // Next wallpaper
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float progress; // Transition progress (0.0 to 1.0)
|
||||
float stripeCount; // Number of stripes (default 12.0)
|
||||
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
|
||||
|
||||
// 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)
|
||||
} 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);
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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
|
||||
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
|
||||
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 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
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
|
||||
// - Last stripe finishes at progress = 1.0
|
||||
float stripeProgress;
|
||||
if (ubuf.progress <= stripeDelay) {
|
||||
stripeProgress = 0.0;
|
||||
} else if (ubuf.progress >= (stripeDelay + (1.0 - maxDelay))) {
|
||||
stripeProgress = 1.0;
|
||||
} else {
|
||||
// Scale the progress within the active window for this stripe
|
||||
float activeStart = stripeDelay;
|
||||
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;
|
||||
float margin = edgeSmooth * 2.0; // Simplified margin calculation
|
||||
float edgePosition;
|
||||
if (isOddStripe) {
|
||||
// Odd stripes: edge moves from max to min
|
||||
edgePosition = maxPerp + margin - stripeProgress * (perpRange + margin * 2.0);
|
||||
} else {
|
||||
// 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) {
|
||||
// Odd stripes reveal new wallpaper from bottom
|
||||
mask = smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
|
||||
} else {
|
||||
// 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
|
||||
} else if (ubuf.progress >= 1.0) {
|
||||
fragColor = color2; // Only show new wallpaper at end
|
||||
} else {
|
||||
// Add manga-style edge shadow only during transition
|
||||
float edgeDist = abs(yPos - edgePosition);
|
||||
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
|
||||
float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
|
||||
fragColor.rgb *= vignette;
|
||||
}
|
||||
|
||||
fragColor *= ubuf.qt_Opacity;
|
||||
}
|
||||
127
Shaders/frag/wp_wipe.frag
Normal file
127
Shaders/frag/wp_wipe.frag
Normal file
@@ -0,0 +1,127 @@
|
||||
// ===== wp_wipe.frag =====
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source1; // Current wallpaper
|
||||
layout(binding = 2) uniform sampler2D source2; // Next wallpaper
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
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)
|
||||
|
||||
// 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)
|
||||
} 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);
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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
|
||||
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
|
||||
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 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
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) {
|
||||
// Wipe from right to left (new image enters from right)
|
||||
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;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
|
||||
fragColor = mix(color2, color1, factor);
|
||||
}
|
||||
else if (ubuf.direction < 2.5) {
|
||||
// Wipe from bottom to top (new image enters from bottom)
|
||||
edge = 1.0 - extendedProgress;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
|
||||
fragColor = mix(color1, color2, factor);
|
||||
}
|
||||
else {
|
||||
// Wipe from top to bottom (new image enters from top)
|
||||
edge = extendedProgress;
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
|
||||
fragColor = mix(color2, color1, factor);
|
||||
}
|
||||
|
||||
fragColor *= ubuf.qt_Opacity;
|
||||
}
|
||||
BIN
Shaders/qsb/circled_image.frag.qsb
Normal file
BIN
Shaders/qsb/circled_image.frag.qsb
Normal file
Binary file not shown.
BIN
Shaders/qsb/rounded_image.frag.qsb
Normal file
BIN
Shaders/qsb/rounded_image.frag.qsb
Normal file
Binary file not shown.
BIN
Shaders/qsb/wp_disc.frag.qsb
Normal file
BIN
Shaders/qsb/wp_disc.frag.qsb
Normal file
Binary file not shown.
BIN
Shaders/qsb/wp_fade.frag.qsb
Normal file
BIN
Shaders/qsb/wp_fade.frag.qsb
Normal file
Binary file not shown.
BIN
Shaders/qsb/wp_stripes.frag.qsb
Normal file
BIN
Shaders/qsb/wp_stripes.frag.qsb
Normal file
Binary file not shown.
BIN
Shaders/qsb/wp_wipe.frag.qsb
Normal file
BIN
Shaders/qsb/wp_wipe.frag.qsb
Normal file
Binary file not shown.
Reference in New Issue
Block a user