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| author | AlexanderCurl <alexc@alexc.hu> | 2026-04-18 17:46:06 +0100 |
|---|---|---|
| committer | AlexanderCurl <alexc@alexc.hu> | 2026-04-18 17:46:06 +0100 |
| commit | 70ca3fef77ee8bdc6e3ac28589a6fa08c024cc69 (patch) | |
| tree | ab1123d4067c1b086dd6faa7ee4ea643236b565a /raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag | |
| parent | 5d94c0a7d44a2255b81815a52a7056a94a39842d (diff) | |
| download | RaveOS-PKGBUILD-70ca3fef77ee8bdc6e3ac28589a6fa08c024cc69.tar.gz RaveOS-PKGBUILD-70ca3fef77ee8bdc6e3ac28589a6fa08c024cc69.zip | |
Replaced file structures for themes in the correct format
Diffstat (limited to 'raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag')
| -rw-r--r-- | raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag new file mode 100644 index 0000000..5fc6d32 --- /dev/null +++ b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag @@ -0,0 +1,129 @@ +// ===== 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; +} |