Wallpaper: added a bash script to compile all shaders

+ code cleanup
This commit is contained in:
LemmyCook 2025-08-30 11:22:09 -04:00
parent 477d38d928
commit 3c7d03ada9
6 changed files with 75 additions and 52 deletions

36
Bin/shaders-compile.sh Executable file
View file

@ -0,0 +1,36 @@
#!/bin/bash
# Directory containing the source shaders.
SOURCE_DIR="Shaders/frag/"
# Directory where the compiled shaders will be saved.
DEST_DIR="Shaders/qsb/"
# Check if the source directory exists.
if [ ! -d "$SOURCE_DIR" ]; then
echo "Source directory $SOURCE_DIR not found!"
exit 1
fi
# Create the destination directory if it doesn't exist.
mkdir -p "$DEST_DIR"
# Loop through all files in the source directory ending with .frag
for shader in "$SOURCE_DIR"*.frag; do
# Check if a file was found (to handle the case of no .frag files).
if [ -f "$shader" ]; then
# Get the base name of the file (e.g., wp_fade).
shader_name=$(basename "$shader" .frag)
# Construct the output path for the compiled shader.
output_path="$DEST_DIR$shader_name.frag.qsb"
# Construct and run the qsb command.
qsb --qt6 -o "$output_path" "$shader"
# Print a message to confirm compilation.
echo "Compiled $shader to $output_path"
fi
done
echo "Shader compilation complete."

View file

@ -12,14 +12,14 @@ Variants {
required property ShellScreen modelData
active: Settings.isLoaded && WallpaperService.getWallpaper(modelData.name)
active: Settings.isLoaded
sourceComponent: PanelWindow {
id: root
// Internal state management
property bool firstWallpaper: true
property string transitionType: 'fade'
property string transitionType: "fade"
property bool transitioning: false
property real transitionProgress: 0
property real edgeSmoothness: Settings.data.wallpaper.transitionEdgeSmoothness
@ -40,7 +40,6 @@ Variants {
property string servicedWallpaper: WallpaperService.getWallpaper(modelData.name)
onServicedWallpaperChanged: {
if (servicedWallpaper && servicedWallpaper !== currentWallpaper.source) {
// Set wallpaper immediately on startup
if (firstWallpaper) {
firstWallpaper = false
@ -51,36 +50,25 @@ Variants {
// Get the transitionType from the settings
transitionType = Settings.data.wallpaper.transitionType
if (transitionType == 'random') {
if (transitionType == "random") {
var index = Math.floor(Math.random() * allTransitions.length)
transitionType = allTransitions[index]
}
// Ensure the transition type really exists
if (transitionType !== "none" && !allTransitions.includes(transitionType)) {
transitionType = 'fade'
transitionType = "fade"
}
Logger.log("Background", "New wallpaper: ", servicedWallpaper, "On:", modelData.name, "Transition:", transitionType)
Logger.log("Background", "New wallpaper: ", servicedWallpaper, "On:", modelData.name, "Transition:",
transitionType)
switch (transitionType) {
case "none":
setWallpaperImmediate(servicedWallpaper)
break
case "wipe_left":
wipeDirection = 0
setWallpaperWithTransition(servicedWallpaper)
break
case "wipe_right":
wipeDirection = 1
setWallpaperWithTransition(servicedWallpaper)
break
case "wipe_up":
wipeDirection = 2
setWallpaperWithTransition(servicedWallpaper)
break
case "wipe_down":
wipeDirection = 3
case "wipe":
wipeDirection = Math.random() * 4
setWallpaperWithTransition(servicedWallpaper)
break
case "disc":
@ -89,7 +77,7 @@ Variants {
setWallpaperWithTransition(servicedWallpaper)
break
case "stripes":
stripesCount = Math.round(Math.random() * 24 + 2)
stripesCount = Math.round(Math.random() * 24 + 6)
stripesAngle = Math.random() * 360
setWallpaperWithTransition(servicedWallpaper)
break
@ -139,7 +127,7 @@ Variants {
ShaderEffect {
id: fadeShader
anchors.fill: parent
visible: transitionType === 'fade' || transitionType === 'none'
visible: transitionType === "fade" || transitionType === "none"
property variant source1: currentWallpaper
property variant source2: nextWallpaper
@ -151,7 +139,7 @@ Variants {
ShaderEffect {
id: wipeShader
anchors.fill: parent
visible: transitionType.startsWith('wipe_')
visible: transitionType === "wipe"
property variant source1: currentWallpaper
property variant source2: nextWallpaper
@ -166,7 +154,7 @@ Variants {
ShaderEffect {
id: discShader
anchors.fill: parent
visible: transitionType === 'disc'
visible: transitionType === "disc"
property variant source1: currentWallpaper
property variant source2: nextWallpaper
@ -183,7 +171,7 @@ Variants {
ShaderEffect {
id: stripesShader
anchors.fill: parent
visible: transitionType === 'stripes'
visible: transitionType === "stripes"
property variant source1: currentWallpaper
property variant source2: nextWallpaper
@ -203,8 +191,10 @@ Variants {
property: "transitionProgress"
from: 0.0
to: 1.0
duration: Settings.data.wallpaper.transitionDuration ?? 1000
easing.type: Easing.InOutCubic //transitionType.startsWith('wipe_') ? Easing.InOutCubic : Easing.OutQuad
// The stripes shader feels faster visually, we make it a bit slower here.
duration: transitionType == "stripes" ? Settings.data.wallpaper.transitionDuration
* 1.4 : Settings.data.wallpaper.transitionDuration
easing.type: Easing.InOutCubic
onFinished: {
// Swap images after transition completes
currentWallpaper.source = nextWallpaper.source

View file

@ -249,8 +249,6 @@ ColumnLayout {
}
}
}
}
// Reusable component for interval preset chips

View file

@ -36,24 +36,12 @@ Singleton {
name: "Stripes"
}
ListElement {
key: "wipe_left"
name: "Wipe Left"
}
ListElement {
key: "wipe_right"
name: "Wipe Right"
}
ListElement {
key: "wipe_up"
name: "Wipe Up"
}
ListElement {
key: "wipe_down"
name: "Wipe Down"
key: "wipe"
name: "Wipe"
}
}
// All transition keys but filter out "random"
// All transition keys but filter out "none" and "random" so we are left with the real transitions
readonly property var allTransitions: Array.from({
"length": transitionsModel.count
}, (_, i) => transitionsModel.get(i).key).filter(
@ -154,7 +142,6 @@ Singleton {
}
//Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
var wallpaperChanged = false
var monitor = getMonitorConfig(screenName)

View file

@ -65,16 +65,28 @@ void main() {
// Use absolute stripe position for consistent delay across all stripes
float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
// Reduced delay factor and better scaling to match other shaders' timing
float maxDelay = 0.15; // Maximum delay for the last stripe
// Increased delay and better distribution
float maxDelay = 0.15;
float stripeDelay = normalizedStripePos * maxDelay;
// Ensure all stripes complete when progress reaches 1.0
// without making the overall animation appear faster
float stripeProgress = clamp((ubuf.progress - stripeDelay) / (1.0 - maxDelay), 0.0, 1.0);
// 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);
}
// Apply smooth easing
stripeProgress = smoothstep(0.0, 1.0, stripeProgress);
// 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;

Binary file not shown.