diff options
Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag')
| -rw-r--r-- | raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag | 205 |
1 files changed, 0 insertions, 205 deletions
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 deleted file mode 100644 index fcc216b..0000000 --- a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_stripes.frag +++ /dev/null @@ -1,205 +0,0 @@ -// ===== 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; -} |