diff options
Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag')
| -rw-r--r-- | raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag new file mode 100644 index 0000000..2b6fb53 --- /dev/null +++ b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_pixelate.frag @@ -0,0 +1,125 @@ +// ===== 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; +} |