mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2025-12-06 05:25:41 -05:00
More wallpaper effects + per-monitor auto cycling
This commit is contained in:
@@ -1,30 +0,0 @@
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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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;
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} ubuf;
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void main() {
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// Center coordinates around (0, 0)
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vec2 uv = qt_TexCoord0 - 0.5;
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// Calculate distance from center
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float distance = length(uv);
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// Create circular mask - anything beyond radius 0.5 is transparent
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float mask = 1.0 - smoothstep(0.48, 0.52, distance);
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// Sample the texture
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vec4 color = texture(source, qt_TexCoord0);
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// Apply the circular mask and opacity
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float finalAlpha = color.a * mask * ubuf.imageOpacity * ubuf.qt_Opacity;
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fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
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}
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@@ -1,56 +0,0 @@
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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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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// Custom properties with non-conflicting names
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float itemWidth;
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float itemHeight;
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float cornerRadius;
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float imageOpacity;
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} ubuf;
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// Function to calculate the signed distance from a point to a rounded box
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float roundedBoxSDF(vec2 centerPos, vec2 boxSize, float radius) {
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vec2 d = abs(centerPos) - boxSize + radius;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
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}
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void main() {
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// Get size from uniforms
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vec2 itemSize = vec2(ubuf.itemWidth, ubuf.itemHeight);
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float cornerRadius = ubuf.cornerRadius;
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float itemOpacity = ubuf.imageOpacity;
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// Normalize coordinates to [-0.5, 0.5] range
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vec2 uv = qt_TexCoord0 - 0.5;
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// Scale by aspect ratio to maintain uniform rounding
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vec2 aspectRatio = itemSize / max(itemSize.x, itemSize.y);
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uv *= aspectRatio;
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// Calculate half size in normalized space
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vec2 halfSize = 0.5 * aspectRatio;
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// Normalize the corner radius
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float normalizedRadius = cornerRadius / max(itemSize.x, itemSize.y);
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// Calculate distance to rounded rectangle
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float distance = roundedBoxSDF(uv, halfSize, normalizedRadius);
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// Create smooth alpha mask
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float smoothedAlpha = 1.0 - smoothstep(0.0, fwidth(distance), distance);
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// Sample the texture
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vec4 color = texture(source, qt_TexCoord0);
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// Apply the rounded mask and opacity
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// Make sure areas outside the rounded rect are completely transparent
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float finalAlpha = color.a * smoothedAlpha * itemOpacity * ubuf.qt_Opacity;
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fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
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}
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100
Shaders/frag/wp_iris_bloom.frag
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100
Shaders/frag/wp_iris_bloom.frag
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// ===== wp_iris_bloom.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1; // Current wallpaper
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper
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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 progress; // 0.0 -> 1.0
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float centerX; // 0..1
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float centerY; // 0..1
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float smoothness; // 0..1 (edge softness)
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float aspectRatio; // width / height
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 1.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 2.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(scaledImageSize)) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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// else stretch
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
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vec2 tuv = calculateUV(uv, imgWidth, imgHeight);
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if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, tuv);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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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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// Edge softness mapping
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float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
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// Aspect-corrected coordinates so the iris stays circular
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vec2 center = vec2(ubuf.centerX, ubuf.centerY);
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vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
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vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
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float dist = length(acUv - acCenter);
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// Max radius needed to cover the screen from the chosen center
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float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
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float maxDistY = max(center.y, 1.0 - center.y);
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float maxDist = length(vec2(maxDistX, maxDistY));
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float p = ubuf.progress;
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p = p * p * (3.0 - 2.0 * p);
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float radius = p * maxDist - edgeSoft;
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// Soft circular edge: inside -> color2 (new), outside -> color1 (old)
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float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
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vec4 col = mix(color2, color1, t);
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// Exact snaps at ends
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if (ubuf.progress <= 0.0) col = color1;
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if (ubuf.progress >= 1.0) col = color2;
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fragColor = col * ubuf.qt_Opacity;
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}
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99
Shaders/frag/wp_pixelate.frag
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99
Shaders/frag/wp_pixelate.frag
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@@ -0,0 +1,99 @@
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// ===== wp_pixelate.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1; // Current wallpaper (underlay)
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper (pixelated overlay → sharp)
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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 progress; // 0..1
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float centerX; // (unused, API compat)
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float centerY; // (unused)
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float smoothness; // controls starting block size (0..1)
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float aspectRatio; // (unused)
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop, 2=fit, 3=stretch
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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} else if (ubuf.fillMode < 1.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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} else if (ubuf.fillMode < 2.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float w, float h) {
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vec2 tuv = calculateUV(uv, w, h);
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if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
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return texture(tex, tuv);
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}
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vec2 quantizeUV(vec2 uv, float cellPx) {
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vec2 screenSize = vec2(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
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float cell = max(1.0, ceil(cellPx)); // integer pixel cells
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vec2 grid = floor(uv * screenSize / cell) * cell + 0.5 * cell;
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return grid / screenSize;
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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float p = clamp(ubuf.progress, 0.0, 1.0);
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float pe = p * p * (3.0 - 2.0 * p); // smootherstep for opacity
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// Screen-relative starting cell size:
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// smoothness=0 → ~10% of min(screen), smoothness=1 → ~80% of min(screen)
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float s = clamp(ubuf.smoothness, 0.0, 1.0);
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float minSide = min(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
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float startPx = mix(minSide * 0.10, minSide * 0.80, s); // big and obvious even on small screens
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// Cell size shrinks continuously from startPx → 1 as p grows
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float cellPx = mix(startPx, 1.0, p);
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// Sample next as pixelated overlay
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vec2 uvq = quantizeUV(uv, cellPx);
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vec4 newPix = sampleWithFillMode(source2, uvq, ubuf.imageWidth2, ubuf.imageHeight2);
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// As we approach the end, sharpen the next from pixelated → full-res
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float sharpen = smoothstep(0.75, 1.0, p); // only near the end
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vec4 newFull = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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vec4 newCol = mix(newPix, newFull, sharpen);
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vec4 outColor = mix(oldCol, newCol, pe);
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// Snaps
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if (p <= 0.0) outColor = oldCol;
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if (p >= 1.0) outColor = newFull;
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fragColor = outColor * ubuf.qt_Opacity;
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}
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103
Shaders/frag/wp_portal.frag
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103
Shaders/frag/wp_portal.frag
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@@ -0,0 +1,103 @@
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// ===== wp_portal.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1; // Current wallpaper (shrinks away)
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper (underneath)
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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 progress; // 0..1
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float centerX; // 0..1
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float centerY; // 0..1
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float smoothness; // 0..1 (edge softness)
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float aspectRatio; // width / height
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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} ubuf;
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 1.5) {
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 2.5) {
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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// else: stretch
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float w, float h) {
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vec2 tuv = calculateUV(uv, w, h);
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if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
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return texture(tex, tuv);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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vec4 newCol = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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// Edge softness
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float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
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// Aspect-corrected distance from center (keep circle round)
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vec2 center = vec2(ubuf.centerX, ubuf.centerY);
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vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
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vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
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float dist = length(acUv - acCenter);
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// Max radius from center to cover screen
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float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
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float maxDistY = max(center.y, 1.0 - center.y);
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float maxDist = length(vec2(maxDistX, maxDistY));
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// Smooth easing for a friendly feel
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float p = ubuf.progress;
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p = p * p * (3.0 - 2.0 * p);
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// Portal radius shrinks from full to zero (bias by edgeSoft so it vanishes cleanly)
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float radius = (1.0 - p) * (maxDist + edgeSoft) - edgeSoft;
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// Inside circle = old wallpaper; outside = new wallpaper
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float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
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// When radius is large: t ~ 0 inside (old), ~1 outside (new)
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// As radius shrinks, old area collapses to center.
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vec4 col = mix(oldCol, newCol, t);
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// Snaps
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if (ubuf.progress <= 0.0) col = oldCol; // full old at start
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if (ubuf.progress >= 1.0) col = newCol; // full new at end
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fragColor = col * ubuf.qt_Opacity;
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}
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BIN
Shaders/qsb/wp_iris_bloom.frag.qsb
Normal file
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Shaders/qsb/wp_iris_bloom.frag.qsb
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Shaders/qsb/wp_pixelate.frag.qsb
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Shaders/qsb/wp_pixelate.frag.qsb
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Shaders/qsb/wp_portal.frag.qsb
Normal file
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Shaders/qsb/wp_portal.frag.qsb
Normal file
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