diff options
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.frag | 126 |
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; -} |