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

129 lines
5.0 KiB
GLSL

// ===== wp_wipe.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 direction; // 0=left, 1=right, 2=up, 3=down
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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);
float edge = 0.0;
float factor = 0.0;
// Extend the progress range to account for smoothness
// This ensures the transition completes fully at the edges
float extendedProgress = ubuf.progress * (1.0 + 2.0 * mappedSmoothness) - mappedSmoothness;
// Calculate edge position based on direction
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
if (ubuf.direction < 0.5) {
// Wipe from right to left (new image enters from right)
edge = 1.0 - extendedProgress;
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
fragColor = mix(color1, color2, factor);
}
else if (ubuf.direction < 1.5) {
// Wipe from left to right (new image enters from left)
edge = extendedProgress;
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
fragColor = mix(color2, color1, factor);
}
else if (ubuf.direction < 2.5) {
// Wipe from bottom to top (new image enters from bottom)
edge = 1.0 - extendedProgress;
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
fragColor = mix(color1, color2, factor);
}
else {
// Wipe from top to bottom (new image enters from top)
edge = extendedProgress;
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
fragColor = mix(color2, color1, factor);
}
fragColor *= ubuf.qt_Opacity;
}