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authorNippy <nippy@rp1.hu>2026-05-09 13:33:09 +0200
committerNippy <nippy@rp1.hu>2026-05-09 13:33:09 +0200
commita2b924d7e9492b978ad6dc33b6c1ffcb304b4bc5 (patch)
tree1a8769217f84bfe9d6216fafaadaf8cdd876d457 /raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders
parent34b9c34f982b2596cfa9e368a2d7f74e9a17477c (diff)
downloadRaveOS-PKGBUILD-a2b924d7e9492b978ad6dc33b6c1ffcb304b4bc5.tar.gz
RaveOS-PKGBUILD-a2b924d7e9492b978ad6dc33b6c1ffcb304b4bc5.zip
raveos update
Diffstat (limited to 'raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders')
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag61
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag126
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag91
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_iris_bloom.frag119
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag125
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag124
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag205
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag129
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/ripple.frag.qsbbin3522 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_disc.frag.qsbbin6244 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_fade.frag.qsbbin5123 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_iris_bloom.frag.qsbbin6549 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_pixelate.frag.qsbbin6704 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_portal.frag.qsbbin6456 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_stripes.frag.qsbbin8873 -> 0 bytes
-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/wp_wipe.frag.qsbbin6262 -> 0 bytes
16 files changed, 0 insertions, 980 deletions
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag
deleted file mode 100644
index 2552bb6..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag
+++ /dev/null
@@ -1,61 +0,0 @@
-#version 450
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float widthPx;
- float heightPx;
- float cornerRadiusPx;
- float rippleCenterX;
- float rippleCenterY;
- float rippleRadius;
- float rippleOpacity;
- float offsetX;
- float offsetY;
- float parentWidth;
- float parentHeight;
- vec4 rippleCol;
-} ubuf;
-
-float sdRoundRect(vec2 p, vec2 b, float r) {
- vec2 q = abs(p) - (b - vec2(r));
- return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
-}
-
-void main() {
- if (ubuf.rippleOpacity <= 0.0 || ubuf.rippleRadius <= 0.0) {
- fragColor = vec4(0.0);
- return;
- }
-
- vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx) + vec2(ubuf.offsetX, ubuf.offsetY);
-
- float circleD = length(px - vec2(ubuf.rippleCenterX, ubuf.rippleCenterY)) - ubuf.rippleRadius;
- float aaCircle = max(fwidth(circleD), 0.001);
- float circleMask = 1.0 - smoothstep(-aaCircle, aaCircle, circleD);
- if (circleMask <= 0.0) {
- fragColor = vec4(0.0);
- return;
- }
-
- float rrMask = 1.0;
- if (ubuf.cornerRadiusPx > 0.0) {
- vec2 halfSize = vec2(ubuf.parentWidth, ubuf.parentHeight) * 0.5;
- float r = clamp(ubuf.cornerRadiusPx, 0.0, min(halfSize.x, halfSize.y));
- float rrD = sdRoundRect(px - halfSize, halfSize, r);
- float aaRR = max(fwidth(rrD), 0.001);
- rrMask = 1.0 - smoothstep(-aaRR, aaRR, rrD);
- }
-
- float mask = circleMask * rrMask;
- if (mask <= 0.0) {
- fragColor = vec4(0.0);
- return;
- }
-
- float a = ubuf.rippleCol.a * ubuf.rippleOpacity * mask * ubuf.qt_Opacity;
- fragColor = vec4(ubuf.rippleCol.rgb * a, a);
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
deleted file mode 100644
index 254ae41..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
+++ /dev/null
@@ -1,126 +0,0 @@
-// ===== 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;
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag
deleted file mode 100644
index 31a404d..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag
+++ /dev/null
@@ -1,91 +0,0 @@
-// ===== wp_fade.frag =====
-#version 450
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(binding = 1) uniform sampler2D source1;
-layout(binding = 2) uniform sampler2D source2;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float progress;
-
- // Fill mode parameters
- float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
- 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;
-
-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);
-
- // Mix the two textures based on progress value
- fragColor = mix(color1, color2, ubuf.progress) * ubuf.qt_Opacity;
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_iris_bloom.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_iris_bloom.frag
deleted file mode 100644
index 548d5bd..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_iris_bloom.frag
+++ /dev/null
@@ -1,119 +0,0 @@
-// ===== wp_iris_bloom.frag =====
-#version 450
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(binding = 1) uniform sampler2D source1;
-layout(binding = 2) uniform sampler2D source2;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float progress;
- float centerX;
- float centerY;
- float smoothness;
- float aspectRatio;
-
- 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;
- vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
- vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
-
- float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
-
- vec2 center = vec2(ubuf.centerX, ubuf.centerY);
- vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
- vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
- vec2 q = acUv - acCenter;
-
- float maxX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
- float maxY = max(center.y, 1.0 - center.y);
- float maxDist = length(vec2(maxX, maxY));
-
- float p = ubuf.progress;
- p = p * p * (3.0 - 2.0 * p);
-
- float radius = p * maxDist;
-
- // squash factor for the "eye" slit
- float squash = mix(0.2, 1.0, p);
- q.y /= squash;
-
- float dist = length(q);
- float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
-
- vec4 col = mix(color2, color1, t);
-
- if (ubuf.progress <= 0.0) col = color1;
- if (ubuf.progress >= 1.0) col = color2;
-
- fragColor = col * ubuf.qt_Opacity;
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag
deleted file mode 100644
index 2b6fb53..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag
+++ /dev/null
@@ -1,125 +0,0 @@
-// ===== wp_pixelate.frag =====
-#version 450
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(binding = 1) uniform sampler2D source1; // Current wallpaper (underlay)
-layout(binding = 2) uniform sampler2D source2; // Next wallpaper (pixelated overlay → sharp)
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float progress; // 0..1
- float centerX; // (unused, API compat)
- float centerY; // (unused)
- float smoothness; // controls starting block size (0..1)
- float aspectRatio; // (unused)
-
- 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);
-}
-
-vec2 quantizeUV(vec2 uv, float cellPx) {
- vec2 screenSize = vec2(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
- float cell = max(1.0, ceil(cellPx)); // integer pixel cells
- vec2 grid = floor(uv * screenSize / cell) * cell + 0.5 * cell;
- return grid / screenSize;
-}
-
-void main() {
- vec2 uv = qt_TexCoord0;
-
- vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
-
- float p = clamp(ubuf.progress, 0.0, 1.0);
- float pe = p * p * (3.0 - 2.0 * p); // smootherstep for opacity
-
- // Screen-relative starting cell size:
- // smoothness=0 → ~10% of min(screen), smoothness=1 → ~80% of min(screen)
- float s = clamp(ubuf.smoothness, 0.0, 1.0);
- float minSide = min(max(1.0, ubuf.screenWidth), max(1.0, ubuf.screenHeight));
- float startPx = mix(minSide * 0.10, minSide * 0.80, s); // big and obvious even on small screens
-
- // Cell size shrinks continuously from startPx → 1 as p grows
- float cellPx = mix(startPx, 1.0, p);
-
- // Sample next as pixelated overlay
- vec2 uvq = quantizeUV(uv, cellPx);
- vec4 newPix = sampleWithFillMode(source2, uvq, ubuf.imageWidth2, ubuf.imageHeight2);
-
- // As we approach the end, sharpen the next from pixelated → full-res
- float sharpen = smoothstep(0.75, 1.0, p); // only near the end
- vec4 newFull = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
- vec4 newCol = mix(newPix, newFull, sharpen);
-
- vec4 outColor = mix(oldCol, newCol, pe);
-
- // Snaps
- if (p <= 0.0) outColor = oldCol;
- if (p >= 1.0) outColor = newFull;
-
- fragColor = outColor * ubuf.qt_Opacity;
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag
deleted file mode 100644
index 21e939c..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag
+++ /dev/null
@@ -1,124 +0,0 @@
-// ===== wp_portal.frag =====
-#version 450
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(binding = 1) uniform sampler2D source1; // Current wallpaper (shrinks away)
-layout(binding = 2) uniform sampler2D source2; // Next wallpaper (underneath)
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float progress; // 0..1
- float centerX; // 0..1
- float centerY; // 0..1
- float smoothness; // 0..1 (edge softness)
- float aspectRatio; // width / height
-
- 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;
-
- vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
- vec4 newCol = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
-
- // Edge softness
- float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
-
- // Aspect-corrected distance from center (keep circle round)
- vec2 center = vec2(ubuf.centerX, ubuf.centerY);
- vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
- vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
- float dist = length(acUv - acCenter);
-
- // Max radius from center to cover screen
- float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
- float maxDistY = max(center.y, 1.0 - center.y);
- float maxDist = length(vec2(maxDistX, maxDistY));
-
- // Smooth easing for a friendly feel
- float p = ubuf.progress;
- p = p * p * (3.0 - 2.0 * p);
-
- // Portal radius shrinks from full to zero (bias by edgeSoft so it vanishes cleanly)
- float radius = (1.0 - p) * (maxDist + edgeSoft) - edgeSoft;
-
- // Inside circle = old wallpaper; outside = new wallpaper
- float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
- // When radius is large: t ~ 0 inside (old), ~1 outside (new)
- // As radius shrinks, old area collapses to center.
-
- vec4 col = mix(oldCol, newCol, t);
-
- // Snaps
- if (ubuf.progress <= 0.0) col = oldCol; // full old at start
- if (ubuf.progress >= 1.0) col = newCol; // full new at end
-
- fragColor = col * ubuf.qt_Opacity;
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag
deleted file mode 100644
index fcc216b..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag
+++ /dev/null
@@ -1,205 +0,0 @@
-// ===== 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
-
- 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 0.001-0.3 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;
-}
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
deleted file mode 100644
index 5fc6d32..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag
+++ /dev/null
@@ -1,129 +0,0 @@
-// ===== 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;
-}
diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/ripple.frag.qsb b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/ripple.frag.qsb
deleted file mode 100644
index 5b5595a..0000000
--- a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/qsb/ripple.frag.qsb
+++ /dev/null
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