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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-08-02 11:38:30 -04:00
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DankMaterialShell/quickshell/Shaders/frag/wave_progress.frag
T

116 lines
3.8 KiB
GLSL

#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float widthPx;
float heightPx;
float value;
float actualValue;
float phase;
float ampPx;
float wavelengthPx;
float lineWidthPx;
float showActual;
vec4 fillColor;
vec4 trackColor;
vec4 playheadColor;
vec4 actualColor;
} ubuf;
const float TAU = 6.28318530718;
const float AA = 0.75; // pixel-space antialias band
// Signed distance to a rounded box centered at the origin.
float sdRoundBar(vec2 p, vec2 halfSize, float r) {
vec2 q = abs(p) - halfSize + vec2(r);
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}
// Composite a straight-alpha color over a premultiplied accumulator.
vec4 blendOver(vec4 dst, vec3 rgb, float a) {
return vec4(rgb * a + dst.rgb * (1.0 - a), a + dst.a * (1.0 - a));
}
void main() {
float w = ubuf.widthPx;
float h = ubuf.heightPx;
vec2 px = vec2(qt_TexCoord0.x * w, qt_TexCoord0.y * h);
float mid = h * 0.5;
float halfW = ubuf.lineWidthPx * 0.5;
float k = TAU / max(ubuf.wavelengthPx, 1e-3);
float playX = clamp(ubuf.value, 0.0, 1.0) * w;
float actualX = clamp(ubuf.actualValue, 0.0, 1.0) * w;
bool seeking = ubuf.showActual > 0.5;
float loX = min(playX, actualX);
float hiX = max(playX, actualX);
float fillEnd = seeking ? loX : playX; // filled progress ends here
float actStart = seeking ? loX : playX; // seek-preview segment
float actEnd = seeking ? hiX : playX;
float trackStart = seeking ? hiX : playX; // unplayed remainder
// Perpendicular distance to the animated sine stroke.
float ang = k * px.x + ubuf.phase;
float wy = mid + ubuf.ampPx * sin(ang);
float slope = ubuf.ampPx * k * cos(ang);
float dWave = abs(px.y - wy) / sqrt(1.0 + slope * slope);
float aaW = AA;
float waveStroke = 1.0 - smoothstep(halfW - aaW, halfW + aaW, dWave);
// Straight remainder line.
float dLine = abs(px.y - mid);
float aaL = AA;
float lineStroke = 1.0 - smoothstep(halfW - aaL, halfW + aaL, dLine);
vec4 col = vec4(0.0);
// 1. Track (unplayed remainder), to the right of the progress head.
{
float m = lineStroke * step(trackStart, px.x);
col = blendOver(col, ubuf.trackColor.rgb, ubuf.trackColor.a * m);
}
// 2. Seek-preview segment (only while seeking).
if (seeking) {
float m = waveStroke * step(actStart, px.x) * step(px.x, actEnd);
col = blendOver(col, ubuf.actualColor.rgb, ubuf.actualColor.a * m);
}
// 3. Filled progress wave.
{
float m = waveStroke * step(halfW, px.x) * step(px.x, fillEnd);
// Rounded start cap.
float capS = length(px - vec2(halfW, mid + ubuf.ampPx * sin(k * halfW + ubuf.phase))) - halfW;
float capM = 1.0 - smoothstep(-aaW, aaW, capS);
m = max(m, capM * step(halfW - 1.0, px.x));
col = blendOver(col, ubuf.fillColor.rgb, ubuf.fillColor.a * m);
}
// 4. Actual-position marker (only while seeking).
if (seeking) {
float amH = max(ubuf.lineWidthPx + 4.0, 10.0);
float d = sdRoundBar(px - vec2(actualX, mid), vec2(1.0, amH * 0.5), 1.0);
float aa = AA;
float m = 1.0 - smoothstep(-aa, aa, d);
col = blendOver(col, ubuf.actualColor.rgb, ubuf.actualColor.a * m);
}
// 5. Playhead pill (on top).
{
float phW = 3.5;
float phH = max(ubuf.lineWidthPx + 12.0, 16.0);
float d = sdRoundBar(px - vec2(playX, mid), vec2(phW * 0.5, phH * 0.5), phW * 0.5);
float aa = AA;
float m = 1.0 - smoothstep(-aa, aa, d);
col = blendOver(col, ubuf.playheadColor.rgb, ubuf.playheadColor.a * m);
}
fragColor = col * ubuf.qt_Opacity;
}