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Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag')
-rw-r--r--raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag124
1 files changed, 0 insertions, 124 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag
deleted file mode 100644
index 21e939c..0000000
--- a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_portal.frag
+++ /dev/null
@@ -1,124 +0,0 @@
-// ===== wp_portal.frag =====
-#version 450
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(binding = 1) uniform sampler2D source1; // Current wallpaper (shrinks away)
-layout(binding = 2) uniform sampler2D source2; // Next wallpaper (underneath)
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float progress; // 0..1
- float centerX; // 0..1
- float centerY; // 0..1
- float smoothness; // 0..1 (edge softness)
- float aspectRatio; // width / height
-
- 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;
-
- vec4 oldCol = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
- vec4 newCol = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
-
- // Edge softness
- float edgeSoft = mix(0.001, 0.45, ubuf.smoothness * ubuf.smoothness);
-
- // Aspect-corrected distance from center (keep circle round)
- vec2 center = vec2(ubuf.centerX, ubuf.centerY);
- vec2 acUv = vec2(uv.x * ubuf.aspectRatio, uv.y);
- vec2 acCenter = vec2(center.x * ubuf.aspectRatio, center.y);
- float dist = length(acUv - acCenter);
-
- // Max radius from center to cover screen
- float maxDistX = max(center.x * ubuf.aspectRatio, (1.0 - center.x) * ubuf.aspectRatio);
- float maxDistY = max(center.y, 1.0 - center.y);
- float maxDist = length(vec2(maxDistX, maxDistY));
-
- // Smooth easing for a friendly feel
- float p = ubuf.progress;
- p = p * p * (3.0 - 2.0 * p);
-
- // Portal radius shrinks from full to zero (bias by edgeSoft so it vanishes cleanly)
- float radius = (1.0 - p) * (maxDist + edgeSoft) - edgeSoft;
-
- // Inside circle = old wallpaper; outside = new wallpaper
- float t = smoothstep(radius - edgeSoft, radius + edgeSoft, dist);
- // When radius is large: t ~ 0 inside (old), ~1 outside (new)
- // As radius shrinks, old area collapses to center.
-
- vec4 col = mix(oldCol, newCol, t);
-
- // Snaps
- if (ubuf.progress <= 0.0) col = oldCol; // full old at start
- if (ubuf.progress >= 1.0) col = newCol; // full new at end
-
- fragColor = col * ubuf.qt_Opacity;
-}