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DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
2025-11-12 17:18:45 -05:00

126 lines
5.0 KiB
GLSL

// ===== wp_disc.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 centerX; // X coordinate of disc center (0.0 to 1.0)
float centerY; // Y coordinate of disc center (0.0 to 1.0)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float aspectRatio; // Width / Height of the screen
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);
}
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 0.001-0.5 range
// Using a non-linear mapping for better control
float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
// Adjust UV coordinates to compensate for aspect ratio
// This makes distances circular instead of elliptical
vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
// Calculate distance in aspect-corrected space
float dist = distance(adjustedUV, adjustedCenter);
// Calculate the maximum possible distance (corner to corner)
// This ensures the disc can cover the entire screen
float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
(1.0 - ubuf.centerX) * ubuf.aspectRatio);
float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
float maxDist = length(vec2(maxDistX, maxDistY));
// Scale progress to cover the maximum distance
// Add extra range for smoothness to ensure complete coverage
// Adjust smoothness for aspect ratio to maintain consistent visual appearance
float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
float radius = ubuf.progress * (maxDist + adjustedSmoothness);
// Use smoothstep for a smooth edge transition
float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist);
// Mix the textures (factor = 0 inside disc, 1 outside)
fragColor = mix(color2, color1, factor);
if (ubuf.progress <= 0.0) fragColor = color1;
fragColor *= ubuf.qt_Opacity;
}