diff options
Diffstat (limited to 'raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_iris_bloom.frag')
| -rw-r--r-- | raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_iris_bloom.frag | 119 |
1 files changed, 119 insertions, 0 deletions
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 new file mode 100644 index 0000000..548d5bd --- /dev/null +++ b/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_iris_bloom.frag @@ -0,0 +1,119 @@ +// ===== 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; +} |