diff options
Diffstat (limited to 'raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag')
| -rw-r--r-- | raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag | 126 |
1 files changed, 126 insertions, 0 deletions
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 new file mode 100644 index 0000000..254ae41 --- /dev/null +++ b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag @@ -0,0 +1,126 @@ +// ===== 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; +} |