// ===== wp_portal.frag ===== #version 450 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source1; // Current wallpaper (shrinks away) layout(binding = 2) uniform sampler2D source2; // Next wallpaper (underneath) layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float progress; // 0..1 float centerX; // 0..1 float centerY; // 0..1 float smoothness; // 0..1 (edge softness) float aspectRatio; // width / height 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; vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1); vec4 newCol = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2); // Edge softness float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness); // Aspect-corrected distance from center (keep circle round) vec2 center = vec2(ubuf.centerX, ubuf.centerY); vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y); vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y); float dist = length(acUv - acCenter); // Max radius from center to cover screen float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio); float maxDistY = max(center.y, 1.0 - center.y); float maxDist = length(vec2(maxDistX, maxDistY)); // Smooth easing for a friendly feel float p = ubuf.progress; p = p * p * (3.0 - 2.0 * p); // Portal radius shrinks from full to zero (bias by edgeSoft so it vanishes cleanly) float radius = (1.0 - p) * (maxDist + edgeSoft) - edgeSoft; // Inside circle = old wallpaper; outside = new wallpaper float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist); // When radius is large: t ~ 0 inside (old), ~1 outside (new) // As radius shrinks, old area collapses to center. vec4 col = mix(oldCol, newCol, t); // Snaps if (ubuf.progress <= 0.0) col = oldCol; // full old at start if (ubuf.progress >= 1.0) col = newCol; // full new at end fragColor = col * ubuf.qt_Opacity; }