mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2025-12-05 21:15:38 -05:00
104 lines
3.9 KiB
GLSL
104 lines
3.9 KiB
GLSL
// ===== wp_portal.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; // Current wallpaper (shrinks away)
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper (underneath)
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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; // 0..1
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float centerX; // 0..1
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float centerY; // 0..1
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float smoothness; // 0..1 (edge softness)
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float aspectRatio; // width / height
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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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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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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else if (ubuf.fillMode < 1.5) {
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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 < 2.5) {
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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: stretch
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return transformedUV;
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}
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float w, float h) {
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vec2 tuv = calculateUV(uv, w, h);
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if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
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return texture(tex, tuv);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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vec4 newCol = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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// Edge softness
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float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
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// Aspect-corrected distance from center (keep circle round)
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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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float dist = length(acUv - acCenter);
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// Max radius from center to cover screen
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float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
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float maxDistY = max(center.y, 1.0 - center.y);
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float maxDist = length(vec2(maxDistX, maxDistY));
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// Smooth easing for a friendly feel
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float p = ubuf.progress;
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p = p * p * (3.0 - 2.0 * p);
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// Portal radius shrinks from full to zero (bias by edgeSoft so it vanishes cleanly)
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float radius = (1.0 - p) * (maxDist + edgeSoft) - edgeSoft;
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// Inside circle = old wallpaper; outside = new wallpaper
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float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
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// When radius is large: t ~ 0 inside (old), ~1 outside (new)
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// As radius shrinks, old area collapses to center.
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vec4 col = mix(oldCol, newCol, t);
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// Snaps
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if (ubuf.progress <= 0.0) col = oldCol; // full old at start
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if (ubuf.progress >= 1.0) col = newCol; // full new at end
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fragColor = col * ubuf.qt_Opacity;
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}
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