diff options
Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag')
| -rw-r--r-- | raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag new file mode 100644 index 0000000..31a404d --- /dev/null +++ b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_fade.frag @@ -0,0 +1,91 @@ +// ===== wp_fade.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; + + // Fill mode parameters + float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad + float imageWidth1; // Width of source1 image + float imageHeight1; // Height of source1 image + float imageWidth2; // Width of source2 image + float imageHeight2; // Height of source2 image + float screenWidth; // Screen width + float screenHeight; // Screen height + vec4 fillColor; // Fill color for empty areas (default: black) +} 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); + + // Mix the two textures based on progress value + fragColor = mix(color1, color2, ubuf.progress) * ubuf.qt_Opacity; +} |