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authorNippy <nippy@rp1.hu>2026-05-08 19:50:49 +0200
committerNippy <nippy@rp1.hu>2026-05-08 19:50:49 +0200
commit3462bcc46ecf74f576ea4397f16492c16bd75b10 (patch)
treec5ab7aef4498647e057bda8d49c11e5f9dda74c9 /raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_wipe.frag
parent56616f693b4f263cbf0d47da43b67424efa6022d (diff)
downloadRaveOS-PKGBUILD-3462bcc46ecf74f576ea4397f16492c16bd75b10.tar.gz
RaveOS-PKGBUILD-3462bcc46ecf74f576ea4397f16492c16bd75b10.zip
raveos update
Diffstat (limited to 'raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_wipe.frag')
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diff --git a/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_wipe.frag b/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_wipe.frag
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+// ===== 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;
+}