mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2025-12-06 05:25:41 -05:00
120 lines
4.1 KiB
GLSL
120 lines
4.1 KiB
GLSL
// ===== 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;
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layout(binding = 2) uniform sampler2D source2;
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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;
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float centerX;
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float centerY;
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float smoothness;
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float aspectRatio;
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float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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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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transformedUV = uv;
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}
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else if (ubuf.fillMode < 1.5) {
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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 if (ubuf.fillMode < 2.5) {
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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 < 3.5) {
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transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
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}
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else if (ubuf.fillMode < 4.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(uv.x, fract(tileUV.y));
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}
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else if (ubuf.fillMode < 5.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(fract(tileUV.x), uv.y);
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}
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else {
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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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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 transformedUV = calculateUV(uv, imgWidth, imgHeight);
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if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
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return texture(tex, transformedUV);
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}
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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transformedUV.y < 0.0 || transformedUV.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, transformedUV);
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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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float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
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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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vec2 q = acUv - acCenter;
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float maxX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
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float maxY = max(center.y, 1.0 - center.y);
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float maxDist = length(vec2(maxX, maxY));
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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;
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// squash factor for the "eye" slit
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float squash = mix(0.2, 1.0, p);
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q.y /= squash;
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float dist = length(q);
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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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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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