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Diffstat (limited to 'raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag')
-rw-r--r--raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag129
1 files changed, 0 insertions, 129 deletions
diff --git a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag b/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag
deleted file mode 100644
index 5fc6d32..0000000
--- a/raveos-theme/hyprland/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag
+++ /dev/null
@@ -1,129 +0,0 @@
-// ===== wp_wipe.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 direction; // 0=left, 1=right, 2=up, 3=down
- float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
-
- 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 0.001-0.5 range
- // Using a non-linear mapping for better control
- float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
-
- float edge = 0.0;
- float factor = 0.0;
-
- // Extend the progress range to account for smoothness
- // This ensures the transition completes fully at the edges
- float extendedProgress = ubuf.progress * (1.0 + 2.0 * mappedSmoothness) - mappedSmoothness;
-
- // Calculate edge position based on direction
- // As progress goes from 0 to 1, we reveal source2 (new wallpaper)
- if (ubuf.direction < 0.5) {
- // Wipe from right to left (new image enters from right)
- edge = 1.0 - extendedProgress;
- factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
- fragColor = mix(color1, color2, factor);
- }
- else if (ubuf.direction < 1.5) {
- // Wipe from left to right (new image enters from left)
- edge = extendedProgress;
- factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
- fragColor = mix(color2, color1, factor);
- }
- else if (ubuf.direction < 2.5) {
- // Wipe from bottom to top (new image enters from bottom)
- edge = 1.0 - extendedProgress;
- factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
- fragColor = mix(color1, color2, factor);
- }
- else {
- // Wipe from top to bottom (new image enters from top)
- edge = extendedProgress;
- factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
- fragColor = mix(color2, color1, factor);
- }
-
- fragColor *= ubuf.qt_Opacity;
-}