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DankMaterialShell/Shaders/frag/wp_pixelate.frag
2025-10-19 12:49:57 -04:00

126 lines
4.8 KiB
GLSL

// ===== 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;
}