Wallpaper: shaders improvements with more parameters and new Stripes shader

This commit is contained in:
LemmyCook 2025-08-30 10:43:33 -04:00
parent d36bcb1d4d
commit 477d38d928
12 changed files with 260 additions and 66 deletions

View file

@ -1,3 +1,4 @@
// ===== wp_disc.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
@ -12,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
float progress; // Transition progress (0.0 to 1.0)
float centerX; // X coordinate of disc center (0.0 to 1.0)
float centerY; // Y coordinate of disc center (0.0 to 1.0)
float smoothness; // Edge smoothness (0.01 to 0.5, default 0.05)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float aspectRatio; // Width / Height of the screen
} ubuf;
@ -21,6 +22,10 @@ void main() {
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
// 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);
// Adjust UV coordinates to compensate for aspect ratio
// This makes distances circular instead of elliptical
vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
@ -39,7 +44,7 @@ void main() {
// Scale progress to cover the maximum distance
// Add extra range for smoothness to ensure complete coverage
// Adjust smoothness for aspect ratio to maintain consistent visual appearance
float adjustedSmoothness = ubuf.smoothness * max(1.0, ubuf.aspectRatio);
float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
float radius = ubuf.progress * (maxDist + adjustedSmoothness);
// Use smoothstep for a smooth edge transition
@ -49,4 +54,4 @@ void main() {
fragColor = mix(color2, color1, factor);
fragColor *= ubuf.qt_Opacity;
}
}

View file

@ -7,16 +7,13 @@ layout(binding = 2) uniform sampler2D source2;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float fade;
float progress;
};
void main() {
vec4 color1 = texture(source1, qt_TexCoord0);
vec4 color2 = texture(source2, qt_TexCoord0);
// Smooth cross-fade using smoothstep for better visual quality
float smoothFade = smoothstep(0.0, 1.0, fade);
// Mix the two textures based on fade value
fragColor = mix(color1, color2, smoothFade) * qt_Opacity;
// Mix the two textures based on progress value
fragColor = mix(color1, color2, progress) * qt_Opacity;
}

View file

@ -0,0 +1,126 @@
// ===== 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
} ubuf;
void main() {
vec2 uv = qt_TexCoord0;
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
// Map smoothness from 0.0-1.0 to 0.001-0.1 range
// Using a non-linear mapping for better control at low values
float mappedSmoothness = mix(0.001, 0.1, 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 = (stripeIndex % 2) == 1;
// 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);
// Reduced delay factor and better scaling to match other shaders' timing
float maxDelay = 0.15; // Maximum delay for the last stripe
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);
// Apply smooth easing
stripeProgress = smoothstep(0.0, 1.0, stripeProgress);
// 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;
}

View file

@ -1,3 +1,5 @@
// ===== wp_wipe.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
@ -11,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
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 (0.01 to 0.5, default 0.05)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
} ubuf;
void main() {
@ -19,37 +21,41 @@ void main() {
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
// 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 * ubuf.smoothness) - ubuf.smoothness;
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 - ubuf.smoothness, edge + ubuf.smoothness, uv.x);
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 - ubuf.smoothness, edge + ubuf.smoothness, uv.x);
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 - ubuf.smoothness, edge + ubuf.smoothness, uv.y);
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 - ubuf.smoothness, edge + ubuf.smoothness, uv.y);
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
fragColor = mix(color2, color1, factor);
}

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