diff options
Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag')
| -rw-r--r-- | raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag new file mode 100644 index 0000000..2552bb6 --- /dev/null +++ b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/ripple.frag @@ -0,0 +1,61 @@ +#version 450 + +layout(location = 0) in vec2 qt_TexCoord0; +layout(location = 0) out vec4 fragColor; + +layout(std140, binding = 0) uniform buf { + mat4 qt_Matrix; + float qt_Opacity; + float widthPx; + float heightPx; + float cornerRadiusPx; + float rippleCenterX; + float rippleCenterY; + float rippleRadius; + float rippleOpacity; + float offsetX; + float offsetY; + float parentWidth; + float parentHeight; + vec4 rippleCol; +} ubuf; + +float sdRoundRect(vec2 p, vec2 b, float r) { + vec2 q = abs(p) - (b - vec2(r)); + return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r; +} + +void main() { + if (ubuf.rippleOpacity <= 0.0 || ubuf.rippleRadius <= 0.0) { + fragColor = vec4(0.0); + return; + } + + vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx) + vec2(ubuf.offsetX, ubuf.offsetY); + + float circleD = length(px - vec2(ubuf.rippleCenterX, ubuf.rippleCenterY)) - ubuf.rippleRadius; + float aaCircle = max(fwidth(circleD), 0.001); + float circleMask = 1.0 - smoothstep(-aaCircle, aaCircle, circleD); + if (circleMask <= 0.0) { + fragColor = vec4(0.0); + return; + } + + float rrMask = 1.0; + if (ubuf.cornerRadiusPx > 0.0) { + vec2 halfSize = vec2(ubuf.parentWidth, ubuf.parentHeight) * 0.5; + float r = clamp(ubuf.cornerRadiusPx, 0.0, min(halfSize.x, halfSize.y)); + float rrD = sdRoundRect(px - halfSize, halfSize, r); + float aaRR = max(fwidth(rrD), 0.001); + rrMask = 1.0 - smoothstep(-aaRR, aaRR, rrD); + } + + float mask = circleMask * rrMask; + if (mask <= 0.0) { + fragColor = vec4(0.0); + return; + } + + float a = ubuf.rippleCol.a * ubuf.rippleOpacity * mask * ubuf.qt_Opacity; + fragColor = vec4(ubuf.rippleCol.rgb * a, a); +} |