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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-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.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-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag')
| -rw-r--r-- | raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag | 125 |
1 files changed, 0 insertions, 125 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag deleted file mode 100644 index 2b6fb53..0000000 --- a/raveos-theme/hyprland/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; -} |