From a2b924d7e9492b978ad6dc33b6c1ffcb304b4bc5 Mon Sep 17 00:00:00 2001 From: Nippy Date: Sat, 9 May 2026 13:33:09 +0200 Subject: raveos update --- .../quickshell/Shaders/frag/wp_wipe.frag | 129 --------------------- 1 file changed, 129 deletions(-) delete mode 100644 raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag (limited to 'raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag') diff --git a/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag b/raveos-hyprland-theme/theme-data/DankMaterialShell/quickshell/Shaders/frag/wp_wipe.frag deleted file mode 100644 index 5fc6d32..0000000 --- a/raveos-hyprland-theme/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; -} -- cgit v1.3