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diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag
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+++ b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag
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+// ===== wp_stripes.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 stripeCount; // Number of stripes (default 12.0)
+ float angle; // Angle of stripes in degrees (default 30.0)
+ 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 0.001-0.3 range
+ // Using a non-linear mapping for better control at low values
+ float mappedSmoothness = mix(0.001, 0.3, ubuf.smoothness * ubuf.smoothness);
+
+ // Use values directly without forcing defaults
+ float stripes = (ubuf.stripeCount > 0.0) ? ubuf.stripeCount : 12.0;
+ float angleRad = radians(ubuf.angle);
+ float edgeSmooth = mappedSmoothness;
+
+ // Create a coordinate system for stripes based on angle
+ // At 0°: vertical stripes (divide by x)
+ // At 45°: diagonal stripes
+ // At 90°: horizontal stripes (divide by y)
+
+ // Transform coordinates based on angle
+ float cosA = cos(angleRad);
+ float sinA = sin(angleRad);
+
+ // Project the UV position onto the stripe direction
+ // This gives us the position along the stripe direction
+ float stripeCoord = uv.x * cosA + uv.y * sinA;
+
+ // Perpendicular coordinate (for edge movement)
+ float perpCoord = -uv.x * sinA + uv.y * cosA;
+
+ // Calculate the range of perpCoord based on angle
+ // This determines how far edges need to travel to fully cover the screen
+ float minPerp = min(min(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
+ min(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
+ float maxPerp = max(max(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
+ max(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
+
+ // Determine which stripe we're in
+ float stripePos = stripeCoord * stripes;
+ int stripeIndex = int(floor(stripePos));
+
+ // Determine if this is an odd or even stripe
+ bool isOddStripe = mod(float(stripeIndex), 2.0) != 0.0;
+
+ // Calculate the progress for this specific stripe with wave delay
+ // Use absolute stripe position for consistent delay across all stripes
+ float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
+
+ // Increased delay and better distribution
+ float maxDelay = 0.1;
+ float stripeDelay = normalizedStripePos * maxDelay;
+
+ // Better progress mapping that uses the full 0.0-1.0 range
+ // Map progress so that:
+ // - First stripe starts at progress = 0.0
+ // - Last stripe finishes at progress = 1.0
+ float stripeProgress;
+ if (ubuf.progress <= stripeDelay) {
+ stripeProgress = 0.0;
+ } else if (ubuf.progress >= (stripeDelay + (1.0 - maxDelay))) {
+ stripeProgress = 1.0;
+ } else {
+ // Scale the progress within the active window for this stripe
+ float activeStart = stripeDelay;
+ float activeEnd = stripeDelay + (1.0 - maxDelay);
+ stripeProgress = (ubuf.progress - activeStart) / (activeEnd - activeStart);
+ }
+
+ // Use gentler easing curve
+ stripeProgress = stripeProgress * stripeProgress * (3.0 - 2.0 * stripeProgress); // Smootherstep instead of smoothstep
+
+ // Use the perpendicular coordinate for edge comparison
+ float yPos = perpCoord;
+
+ // Calculate edge position for this stripe
+ // Use the actual perpendicular coordinate range for this angle
+ float perpRange = maxPerp - minPerp;
+ float margin = edgeSmooth * 2.0; // Simplified margin calculation
+ float edgePosition;
+ if (isOddStripe) {
+ // Odd stripes: edge moves from max to min
+ edgePosition = maxPerp + margin - stripeProgress * (perpRange + margin * 2.0);
+ } else {
+ // Even stripes: edge moves from min to max
+ edgePosition = minPerp - margin + stripeProgress * (perpRange + margin * 2.0);
+ }
+
+ // Determine which wallpaper to show based on rotated position
+ float mask;
+ if (isOddStripe) {
+ // Odd stripes reveal new wallpaper from bottom
+ mask = smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
+ } else {
+ // Even stripes reveal new wallpaper from top
+ mask = 1.0 - smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
+ }
+
+ // Mix the wallpapers
+ fragColor = mix(color1, color2, mask);
+
+ // Force exact values at start and end to prevent any bleed-through
+ if (ubuf.progress <= 0.0) {
+ fragColor = color1; // Only show old wallpaper at start
+ } else if (ubuf.progress >= 1.0) {
+ fragColor = color2; // Only show new wallpaper at end
+ } else {
+ // Add manga-style edge shadow only during transition
+ float edgeDist = abs(yPos - edgePosition);
+ float shadowStrength = 1.0 - smoothstep(0.0, edgeSmooth * 2.5, edgeDist);
+ shadowStrength *= 0.2 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
+ fragColor.rgb *= (1.0 - shadowStrength);
+
+ // Add slight vignette during transition for dramatic effect
+ float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
+ fragColor.rgb *= vignette;
+ }
+
+ fragColor *= ubuf.qt_Opacity;
+}