// ===== 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 float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad float imageWidth1; float imageHeight1; float imageWidth2; float imageHeight2; float screenWidth; float screenHeight; vec4 fillColor; } ubuf; vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) { vec2 transformedUV = uv; if (ubuf.fillMode < 0.5) { transformedUV = uv; } else if (ubuf.fillMode < 1.5) { 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; vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight); vec2 imagePixel = (screenPixel - offset) / scale; transformedUV = imagePixel / vec2(imgWidth, imgHeight); } else if (ubuf.fillMode < 2.5) { 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 < 3.5) { transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight)); } else if (ubuf.fillMode < 4.5) { vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight); transformedUV = vec2(uv.x, fract(tileUV.y)); } else if (ubuf.fillMode < 5.5) { vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight); transformedUV = vec2(fract(tileUV.x), uv.y); } else { 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); } return transformedUV; } vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) { vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight); if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) { return texture(tex, transformedUV); } 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); if (ubuf.progress <= 0.0) fragColor = color1; fragColor *= ubuf.qt_Opacity; }