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-rw-r--r--raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_pixelate.frag125
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diff --git a/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_pixelate.frag b/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_pixelate.frag
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+++ b/raveos-hyprland-theme/theme-data/dms/Shaders/frag/wp_pixelate.frag
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+// ===== 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;
+}