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Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag')
-rw-r--r--raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag126
1 files changed, 0 insertions, 126 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
deleted file mode 100644
index 254ae41..0000000
--- a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_disc.frag
+++ /dev/null
@@ -1,126 +0,0 @@
-// ===== wp_disc.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 centerX; // X coordinate of disc center (0.0 to 1.0)
- float centerY; // Y coordinate of disc center (0.0 to 1.0)
- 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 0.001-0.5 range
- // Using a non-linear mapping for better control
- float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
-
- // Adjust UV coordinates to compensate for aspect ratio
- // This makes distances circular instead of elliptical
- vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
- vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
-
- // Calculate distance in aspect-corrected space
- float dist = distance(adjustedUV, adjustedCenter);
-
- // Calculate the maximum possible distance (corner to corner)
- // This ensures the disc can cover the entire screen
- float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
- (1.0 - ubuf.centerX) * ubuf.aspectRatio);
- float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
- float maxDist = length(vec2(maxDistX, maxDistY));
-
- // Scale progress to cover the maximum distance
- // Add extra range for smoothness to ensure complete coverage
- // Adjust smoothness for aspect ratio to maintain consistent visual appearance
- float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
- float radius = ubuf.progress * (maxDist + adjustedSmoothness);
-
- // Use smoothstep for a smooth edge transition
- float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist);
-
- // Mix the textures (factor = 0 inside disc, 1 outside)
- fragColor = mix(color2, color1, factor);
-
- if (ubuf.progress <= 0.0) fragColor = color1;
-
- fragColor *= ubuf.qt_Opacity;
-}