diff options
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.frag | 124 |
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; -} |