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diff --git a/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_iris_bloom.frag b/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_iris_bloom.frag
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+// ===== 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;
+}