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DankMaterialShell/quickshell/Shaders/frag/wp_parallax_scroll.frag
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hecate cantus 1a39b7f66c shader-based scrolling wallpaper mode (#1802)
* feat: parallax-scroll wallpaper

Add a `Scrolling` wallpaper fill mode that translates the wallpaper crop
with the active workspace — like Android home-screen parallax, but along
niri's vertical workspace axis.

The image is scaled to cover the screen on its non-scroll axis, and the
active workspace index drives a fractional offset into the cropped
overflow along the scroll axis. Scroll position is spring-animated
CPU-side and handed to a minimal single-texture shader as a UV offset.
Per-monitor scroll position is published into SessionData so the lock
screen renders the same crop as the active workspace, keeping visual
continuity across lock/unlock.

Two implementation details worth calling out for review:

- QSG_USE_SIMPLE_ANIMATION_DRIVER=1 is exported to the spawned quickshell
  process. The default animation driver advances in fixed ~16ms steps,
  capping the scroll at 60Hz and desyncing it from compositor motion on
  high-refresh displays; the simple driver advances by real elapsed time,
  restoring native-refresh pacing. Removing it visibly regresses to 60Hz.

- The wallpaper survives wl_output rebind cycles (e.g. OLED image-cleaning
  on DPMS soft-off), which otherwise leave a stuck or void background.
  Recovery re-anchors the scroll target on output-lifecycle signals,
  rebuilds the ShaderEffect against the current render context, and
  re-attaches the wallpaper-layer surface on unlock for parallax-active
  monitors — guarded against lock state so the shader gets reliable frame
  hints.

* simplify bindings and gate lock screen shader in a loader

---------

Co-authored-by: bbedward <bbedward@gmail.com>
2026-06-24 00:14:42 -04:00

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1.2 KiB
GLSL

// ===== wp_parallax_scroll.frag =====
// Parallax scrolling wallpaper shader: samples a single pre-scaled texture
// and applies a CPU-computed UV offset (scrollX/scrollY) along the overflow
// axis. Independent of the transition-effect shaders.
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float scrollX; // 0-100 scroll position
float scrollY; // 0-100 scroll position
float uvScaleX; // Pre-computed: screenWidth / scaledImageWidth
float uvScaleY; // Pre-computed: screenHeight / scaledImageHeight
float scrollRangeX; // Pre-computed: 1.0 - uvScaleX (or 0 if not scrollable)
float scrollRangeY; // Pre-computed: 1.0 - uvScaleY (or 0 if not scrollable)
} ubuf;
void main() {
vec2 uv = qt_TexCoord0;
// Apply UV scale and scroll offset
vec2 scrollOffset = vec2(
ubuf.scrollRangeX * (ubuf.scrollX / 100.0),
ubuf.scrollRangeY * (ubuf.scrollY / 100.0)
);
vec2 finalUV = uv * vec2(ubuf.uvScaleX, ubuf.uvScaleY) + scrollOffset;
fragColor = texture(source, finalUV) * ubuf.qt_Opacity;
}