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-rw-r--r--raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag205
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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;
-}