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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2025-12-06 05:25:41 -05:00
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DankMaterialShell/Shaders/frag/wp_stripes.frag
bbedward ca11735c1d Add wallpaper transition effects, courtesy of @Ly-Sec
- Just copied the shaders from noctalia since they're pretty awesome
2025-09-22 12:28:15 -04:00

203 lines
8.6 KiB
GLSL

// ===== wp_stripes.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source1; // Current wallpaper
layout(binding = 2) uniform sampler2D source2; // Next wallpaper
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress; // Transition progress (0.0 to 1.0)
float stripeCount; // Number of stripes (default 12.0)
float angle; // Angle of stripes in degrees (default 30.0)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float aspectRatio; // Width / Height of the screen
// Fill mode parameters
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
// Convert UV to pixel coordinates, offset, then back to UV in image space
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);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
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 < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
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;
// Convert screen UV to pixel coordinates
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
// Adjust for offset and scale
vec2 imagePixel = (screenPixel - offset) / scale;
// Convert back to UV coordinates in image space
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
// Mode 3: stretch - Use original UV (stretches to fit)
// No transformation needed for stretch mode
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
// Check if UV is out of bounds
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
void main() {
vec2 uv = qt_TexCoord0;
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Map smoothness from 0.0-1.0 to 0.001-0.3 range
// Using a non-linear mapping for better control at low values
float mappedSmoothness = mix(0.001, 0.3, ubuf.smoothness * ubuf.smoothness);
// Use values directly without forcing defaults
float stripes = (ubuf.stripeCount > 0.0) ? ubuf.stripeCount : 12.0;
float angleRad = radians(ubuf.angle);
float edgeSmooth = mappedSmoothness;
// Create a coordinate system for stripes based on angle
// At 0°: vertical stripes (divide by x)
// At 45°: diagonal stripes
// At 90°: horizontal stripes (divide by y)
// Transform coordinates based on angle
float cosA = cos(angleRad);
float sinA = sin(angleRad);
// Project the UV position onto the stripe direction
// This gives us the position along the stripe direction
float stripeCoord = uv.x * cosA + uv.y * sinA;
// Perpendicular coordinate (for edge movement)
float perpCoord = -uv.x * sinA + uv.y * cosA;
// Calculate the range of perpCoord based on angle
// This determines how far edges need to travel to fully cover the screen
float minPerp = min(min(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
min(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
float maxPerp = max(max(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
max(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
// Determine which stripe we're in
float stripePos = stripeCoord * stripes;
int stripeIndex = int(floor(stripePos));
// Determine if this is an odd or even stripe
bool isOddStripe = mod(float(stripeIndex), 2.0) != 0.0;
// Calculate the progress for this specific stripe with wave delay
// Use absolute stripe position for consistent delay across all stripes
float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
// Increased delay and better distribution
float maxDelay = 0.1;
float stripeDelay = normalizedStripePos * maxDelay;
// Better progress mapping that uses the full 0.0-1.0 range
// Map progress so that:
// - First stripe starts at progress = 0.0
// - Last stripe finishes at progress = 1.0
float stripeProgress;
if (ubuf.progress <= stripeDelay) {
stripeProgress = 0.0;
} else if (ubuf.progress >= (stripeDelay + (1.0 - maxDelay))) {
stripeProgress = 1.0;
} else {
// Scale the progress within the active window for this stripe
float activeStart = stripeDelay;
float activeEnd = stripeDelay + (1.0 - maxDelay);
stripeProgress = (ubuf.progress - activeStart) / (activeEnd - activeStart);
}
// Use gentler easing curve
stripeProgress = stripeProgress * stripeProgress * (3.0 - 2.0 * stripeProgress); // Smootherstep instead of smoothstep
// Use the perpendicular coordinate for edge comparison
float yPos = perpCoord;
// Calculate edge position for this stripe
// Use the actual perpendicular coordinate range for this angle
float perpRange = maxPerp - minPerp;
float margin = edgeSmooth * 2.0; // Simplified margin calculation
float edgePosition;
if (isOddStripe) {
// Odd stripes: edge moves from max to min
edgePosition = maxPerp + margin - stripeProgress * (perpRange + margin * 2.0);
} else {
// Even stripes: edge moves from min to max
edgePosition = minPerp - margin + stripeProgress * (perpRange + margin * 2.0);
}
// Determine which wallpaper to show based on rotated position
float mask;
if (isOddStripe) {
// Odd stripes reveal new wallpaper from bottom
mask = smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
} else {
// Even stripes reveal new wallpaper from top
mask = 1.0 - smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
}
// Mix the wallpapers
fragColor = mix(color1, color2, mask);
// Force exact values at start and end to prevent any bleed-through
if (ubuf.progress <= 0.0) {
fragColor = color1; // Only show old wallpaper at start
} else if (ubuf.progress >= 1.0) {
fragColor = color2; // Only show new wallpaper at end
} else {
// Add manga-style edge shadow only during transition
float edgeDist = abs(yPos - edgePosition);
float shadowStrength = 1.0 - smoothstep(0.0, edgeSmooth * 2.5, edgeDist);
shadowStrength *= 0.2 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
fragColor.rgb *= (1.0 - shadowStrength);
// Add slight vignette during transition for dramatic effect
float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
fragColor.rgb *= vignette;
}
fragColor *= ubuf.qt_Opacity;
}