// ===== wp_pixelate.frag ===== #version 450 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source1; // Current wallpaper (underlay) layout(binding = 2) uniform sampler2D source2; // Next wallpaper (pixelated overlay → sharp) layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float progress; // 0..1 float centerX; // (unused, API compat) float centerY; // (unused) float smoothness; // controls starting block size (0..1) float aspectRatio; // (unused) 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); } vec2 quantizeUV(vec2 uv, float cellPx) { vec2 screenSize = vec2(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight)); float cell = max(1.0, ceil(cellPx)); // integer pixel cells vec2 grid = floor(uv * screenSize / cell) * cell + 0.5 * cell; return grid / screenSize; } void main() { vec2 uv = qt_TexCoord0; vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1); float p = clamp(ubuf.progress, 0.0, 1.0); float pe = p * p * (3.0 - 2.0 * p); // smootherstep for opacity // Screen-relative starting cell size: // smoothness=0 → ~10% of min(screen), smoothness=1 → ~80% of min(screen) float s = clamp(ubuf.smoothness, 0.0, 1.0); float minSide = min(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight)); float startPx = mix(minSide * 0.10, minSide * 0.80, s); // big and obvious even on small screens // Cell size shrinks continuously from startPx → 1 as p grows float cellPx = mix(startPx, 1.0, p); // Sample next as pixelated overlay vec2 uvq = quantizeUV(uv, cellPx); vec4 newPix = sampleWithFillMode(source2, uvq, ubuf.imageWidth2, ubuf.imageHeight2); // As we approach the end, sharpen the next from pixelated → full-res float sharpen = smoothstep(0.75, 1.0, p); // only near the end vec4 newFull = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2); vec4 newCol = mix(newPix, newFull, sharpen); vec4 outColor = mix(oldCol, newCol, pe); // Snaps if (p <= 0.0) outColor = oldCol; if (p >= 1.0) outColor = newFull; fragColor = outColor * ubuf.qt_Opacity; }