Wallpaper: shaders improvements with more parameters and new Stripes shader
This commit is contained in:
parent
d36bcb1d4d
commit
477d38d928
12 changed files with 260 additions and 66 deletions
|
|
@ -170,6 +170,7 @@ Singleton {
|
||||||
property int randomIntervalSec: 300 // 5 min
|
property int randomIntervalSec: 300 // 5 min
|
||||||
property int transitionDuration: 1500 // 1500 ms
|
property int transitionDuration: 1500 // 1500 ms
|
||||||
property string transitionType: "random"
|
property string transitionType: "random"
|
||||||
|
property real transitionEdgeSmoothness: 0.05
|
||||||
property list<var> monitors: []
|
property list<var> monitors: []
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -21,17 +21,20 @@ Variants {
|
||||||
property bool firstWallpaper: true
|
property bool firstWallpaper: true
|
||||||
property string transitionType: 'fade'
|
property string transitionType: 'fade'
|
||||||
property bool transitioning: false
|
property bool transitioning: false
|
||||||
property real transitionProgress: 0.0
|
property real transitionProgress: 0
|
||||||
|
property real edgeSmoothness: Settings.data.wallpaper.transitionEdgeSmoothness
|
||||||
readonly property var allTransitions: WallpaperService.allTransitions
|
readonly property var allTransitions: WallpaperService.allTransitions
|
||||||
|
|
||||||
// Wipe direction: 0=left, 1=right, 2=up, 3=down
|
// Wipe direction: 0=left, 1=right, 2=up, 3=down
|
||||||
property real wipeDirection: 0
|
property real wipeDirection: 0
|
||||||
property real wipeSmoothness: 0.05
|
|
||||||
|
|
||||||
// Disc
|
// Disc
|
||||||
property real discCenterX: 0.5
|
property real discCenterX: 0.5
|
||||||
property real discCenterY: 0.5
|
property real discCenterY: 0.5
|
||||||
property real discSmoothness: 0.05
|
|
||||||
|
// Stripe
|
||||||
|
property real stripesCount: 16
|
||||||
|
property real stripesAngle: 0
|
||||||
|
|
||||||
// External state management
|
// External state management
|
||||||
property string servicedWallpaper: WallpaperService.getWallpaper(modelData.name)
|
property string servicedWallpaper: WallpaperService.getWallpaper(modelData.name)
|
||||||
|
|
@ -58,7 +61,8 @@ Variants {
|
||||||
transitionType = 'fade'
|
transitionType = 'fade'
|
||||||
}
|
}
|
||||||
|
|
||||||
//Logger.log("Background", "Using transition:", transitionType)
|
Logger.log("Background", "New wallpaper: ", servicedWallpaper, "On:", modelData.name, "Transition:", transitionType)
|
||||||
|
|
||||||
switch (transitionType) {
|
switch (transitionType) {
|
||||||
case "none":
|
case "none":
|
||||||
setWallpaperImmediate(servicedWallpaper)
|
setWallpaperImmediate(servicedWallpaper)
|
||||||
|
|
@ -84,6 +88,11 @@ Variants {
|
||||||
discCenterY = Math.random()
|
discCenterY = Math.random()
|
||||||
setWallpaperWithTransition(servicedWallpaper)
|
setWallpaperWithTransition(servicedWallpaper)
|
||||||
break
|
break
|
||||||
|
case "stripes":
|
||||||
|
stripesCount = Math.round(Math.random() * 24 + 2)
|
||||||
|
stripesAngle = Math.random() * 360
|
||||||
|
setWallpaperWithTransition(servicedWallpaper)
|
||||||
|
break
|
||||||
default:
|
default:
|
||||||
setWallpaperWithTransition(servicedWallpaper)
|
setWallpaperWithTransition(servicedWallpaper)
|
||||||
break
|
break
|
||||||
|
|
@ -134,7 +143,7 @@ Variants {
|
||||||
|
|
||||||
property variant source1: currentWallpaper
|
property variant source1: currentWallpaper
|
||||||
property variant source2: nextWallpaper
|
property variant source2: nextWallpaper
|
||||||
property real fade: transitionProgress
|
property real progress: root.transitionProgress
|
||||||
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_fade.frag.qsb")
|
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_fade.frag.qsb")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -146,9 +155,10 @@ Variants {
|
||||||
|
|
||||||
property variant source1: currentWallpaper
|
property variant source1: currentWallpaper
|
||||||
property variant source2: nextWallpaper
|
property variant source2: nextWallpaper
|
||||||
property real progress: transitionProgress
|
property real progress: root.transitionProgress
|
||||||
property real direction: wipeDirection
|
property real smoothness: root.edgeSmoothness
|
||||||
property real smoothness: wipeSmoothness
|
property real direction: root.wipeDirection
|
||||||
|
|
||||||
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_wipe.frag.qsb")
|
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_wipe.frag.qsb")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -160,14 +170,32 @@ Variants {
|
||||||
|
|
||||||
property variant source1: currentWallpaper
|
property variant source1: currentWallpaper
|
||||||
property variant source2: nextWallpaper
|
property variant source2: nextWallpaper
|
||||||
property real progress: transitionProgress
|
property real progress: root.transitionProgress
|
||||||
property real centerX: discCenterX
|
property real smoothness: root.edgeSmoothness
|
||||||
property real centerY: discCenterY
|
property real aspectRatio: root.width / root.height
|
||||||
property real smoothness: discSmoothness
|
property real centerX: root.discCenterX
|
||||||
property real aspectRatio: width / height
|
property real centerY: root.discCenterY
|
||||||
|
|
||||||
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_disc.frag.qsb")
|
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_disc.frag.qsb")
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Diagonal stripes transition shader
|
||||||
|
ShaderEffect {
|
||||||
|
id: stripesShader
|
||||||
|
anchors.fill: parent
|
||||||
|
visible: transitionType === 'stripes'
|
||||||
|
|
||||||
|
property variant source1: currentWallpaper
|
||||||
|
property variant source2: nextWallpaper
|
||||||
|
property real progress: root.transitionProgress
|
||||||
|
property real smoothness: root.edgeSmoothness
|
||||||
|
property real aspectRatio: root.width / root.height
|
||||||
|
property real stripeCount: root.stripesCount
|
||||||
|
property real angle: root.stripesAngle
|
||||||
|
|
||||||
|
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_stripes.frag.qsb")
|
||||||
|
}
|
||||||
|
|
||||||
// Animation for the transition progress
|
// Animation for the transition progress
|
||||||
NumberAnimation {
|
NumberAnimation {
|
||||||
id: transitionAnimation
|
id: transitionAnimation
|
||||||
|
|
@ -176,7 +204,7 @@ Variants {
|
||||||
from: 0.0
|
from: 0.0
|
||||||
to: 1.0
|
to: 1.0
|
||||||
duration: Settings.data.wallpaper.transitionDuration ?? 1000
|
duration: Settings.data.wallpaper.transitionDuration ?? 1000
|
||||||
easing.type: transitionType.startsWith('wipe_') ? Easing.InOutCubic : Easing.OutQuad
|
easing.type: Easing.InOutCubic //transitionType.startsWith('wipe_') ? Easing.InOutCubic : Easing.OutQuad
|
||||||
onFinished: {
|
onFinished: {
|
||||||
// Swap images after transition completes
|
// Swap images after transition completes
|
||||||
currentWallpaper.source = nextWallpaper.source
|
currentWallpaper.source = nextWallpaper.source
|
||||||
|
|
|
||||||
|
|
@ -88,47 +88,14 @@ ColumnLayout {
|
||||||
// Random Wallpaper
|
// Random Wallpaper
|
||||||
NToggle {
|
NToggle {
|
||||||
label: "Random Wallpaper"
|
label: "Random Wallpaper"
|
||||||
description: "Automatically select random wallpapers from the folder."
|
description: "Schedule random wallpaper changes at regular intervals."
|
||||||
checked: Settings.data.wallpaper.randomEnabled
|
checked: Settings.data.wallpaper.randomEnabled
|
||||||
onToggled: checked => Settings.data.wallpaper.randomEnabled = checked
|
onToggled: checked => Settings.data.wallpaper.randomEnabled = checked
|
||||||
}
|
}
|
||||||
|
|
||||||
// Transition Type
|
// Interval
|
||||||
NComboBox {
|
|
||||||
label: "Transition Type"
|
|
||||||
description: "Animation type when switching between wallpapers."
|
|
||||||
model: WallpaperService.transitionsModel
|
|
||||||
currentKey: Settings.data.wallpaper.transitionType
|
|
||||||
onSelected: key => Settings.data.wallpaper.transitionType = key
|
|
||||||
}
|
|
||||||
|
|
||||||
// Transition Duration
|
|
||||||
ColumnLayout {
|
|
||||||
NLabel {
|
|
||||||
label: "Transition Duration"
|
|
||||||
description: "Duration of transition animations in seconds."
|
|
||||||
}
|
|
||||||
|
|
||||||
RowLayout {
|
|
||||||
spacing: Style.marginL * scaling
|
|
||||||
NSlider {
|
|
||||||
Layout.fillWidth: true
|
|
||||||
from: 100
|
|
||||||
to: 5000
|
|
||||||
stepSize: 100
|
|
||||||
value: Settings.data.wallpaper.transitionDuration
|
|
||||||
onMoved: Settings.data.wallpaper.transitionDuration = value
|
|
||||||
cutoutColor: Color.mSurface
|
|
||||||
}
|
|
||||||
NText {
|
|
||||||
text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
|
|
||||||
Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Interval (slider + H:M inputs)
|
|
||||||
ColumnLayout {
|
ColumnLayout {
|
||||||
|
visible: Settings.data.wallpaper.randomEnabled
|
||||||
RowLayout {
|
RowLayout {
|
||||||
NLabel {
|
NLabel {
|
||||||
label: "Wallpaper Interval"
|
label: "Wallpaper Interval"
|
||||||
|
|
@ -224,6 +191,66 @@ ColumnLayout {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Transition Type
|
||||||
|
NComboBox {
|
||||||
|
label: "Transition Type"
|
||||||
|
description: "Animation type when switching between wallpapers."
|
||||||
|
model: WallpaperService.transitionsModel
|
||||||
|
currentKey: Settings.data.wallpaper.transitionType
|
||||||
|
onSelected: key => Settings.data.wallpaper.transitionType = key
|
||||||
|
}
|
||||||
|
|
||||||
|
// Transition Duration
|
||||||
|
ColumnLayout {
|
||||||
|
NLabel {
|
||||||
|
label: "Transition Duration"
|
||||||
|
description: "Duration of transition animations in seconds."
|
||||||
|
}
|
||||||
|
|
||||||
|
RowLayout {
|
||||||
|
spacing: Style.marginL * scaling
|
||||||
|
NSlider {
|
||||||
|
Layout.fillWidth: true
|
||||||
|
from: 100
|
||||||
|
to: 5000
|
||||||
|
stepSize: 100
|
||||||
|
value: Settings.data.wallpaper.transitionDuration
|
||||||
|
onMoved: Settings.data.wallpaper.transitionDuration = value
|
||||||
|
cutoutColor: Color.mSurface
|
||||||
|
}
|
||||||
|
NText {
|
||||||
|
text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
|
||||||
|
Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Edge Smoothness
|
||||||
|
ColumnLayout {
|
||||||
|
NLabel {
|
||||||
|
label: "Transition Edge Smoothness"
|
||||||
|
description: "Duration of transition animations in seconds."
|
||||||
|
}
|
||||||
|
|
||||||
|
RowLayout {
|
||||||
|
spacing: Style.marginL * scaling
|
||||||
|
NSlider {
|
||||||
|
Layout.fillWidth: true
|
||||||
|
from: 0.0
|
||||||
|
to: 1.0
|
||||||
|
value: Settings.data.wallpaper.transitionEdgeSmoothness
|
||||||
|
onMoved: Settings.data.wallpaper.transitionEdgeSmoothness = value
|
||||||
|
cutoutColor: Color.mSurface
|
||||||
|
}
|
||||||
|
NText {
|
||||||
|
text: Math.round(Settings.data.wallpaper.transitionEdgeSmoothness * 100) + "%"
|
||||||
|
Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reusable component for interval preset chips
|
// Reusable component for interval preset chips
|
||||||
|
|
|
||||||
|
|
@ -31,6 +31,10 @@ Singleton {
|
||||||
key: "disc"
|
key: "disc"
|
||||||
name: "Disc"
|
name: "Disc"
|
||||||
}
|
}
|
||||||
|
ListElement {
|
||||||
|
key: "stripes"
|
||||||
|
name: "Stripes"
|
||||||
|
}
|
||||||
ListElement {
|
ListElement {
|
||||||
key: "wipe_left"
|
key: "wipe_left"
|
||||||
name: "Wipe Left"
|
name: "Wipe Left"
|
||||||
|
|
@ -149,7 +153,7 @@ Singleton {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
|
//Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
|
||||||
|
|
||||||
var wallpaperChanged = false
|
var wallpaperChanged = false
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,4 @@
|
||||||
|
// ===== wp_disc.frag =====
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout(location = 0) in vec2 qt_TexCoord0;
|
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 progress; // Transition progress (0.0 to 1.0)
|
||||||
float centerX; // X coordinate of disc center (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 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
|
float aspectRatio; // Width / Height of the screen
|
||||||
} ubuf;
|
} ubuf;
|
||||||
|
|
||||||
|
|
@ -21,6 +22,10 @@ void main() {
|
||||||
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
||||||
vec4 color2 = texture(source2, uv); // Next (new) 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
|
// Adjust UV coordinates to compensate for aspect ratio
|
||||||
// This makes distances circular instead of elliptical
|
// This makes distances circular instead of elliptical
|
||||||
vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
|
vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
|
||||||
|
|
@ -39,7 +44,7 @@ void main() {
|
||||||
// Scale progress to cover the maximum distance
|
// Scale progress to cover the maximum distance
|
||||||
// Add extra range for smoothness to ensure complete coverage
|
// Add extra range for smoothness to ensure complete coverage
|
||||||
// Adjust smoothness for aspect ratio to maintain consistent visual appearance
|
// 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);
|
float radius = ubuf.progress * (maxDist + adjustedSmoothness);
|
||||||
|
|
||||||
// Use smoothstep for a smooth edge transition
|
// Use smoothstep for a smooth edge transition
|
||||||
|
|
|
||||||
|
|
@ -7,16 +7,13 @@ layout(binding = 2) uniform sampler2D source2;
|
||||||
layout(std140, binding = 0) uniform buf {
|
layout(std140, binding = 0) uniform buf {
|
||||||
mat4 qt_Matrix;
|
mat4 qt_Matrix;
|
||||||
float qt_Opacity;
|
float qt_Opacity;
|
||||||
float fade;
|
float progress;
|
||||||
};
|
};
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 color1 = texture(source1, qt_TexCoord0);
|
vec4 color1 = texture(source1, qt_TexCoord0);
|
||||||
vec4 color2 = texture(source2, qt_TexCoord0);
|
vec4 color2 = texture(source2, qt_TexCoord0);
|
||||||
|
|
||||||
// Smooth cross-fade using smoothstep for better visual quality
|
// Mix the two textures based on progress value
|
||||||
float smoothFade = smoothstep(0.0, 1.0, fade);
|
fragColor = mix(color1, color2, progress) * qt_Opacity;
|
||||||
|
|
||||||
// Mix the two textures based on fade value
|
|
||||||
fragColor = mix(color1, color2, smoothFade) * qt_Opacity;
|
|
||||||
}
|
}
|
||||||
126
Shaders/frag/wp_stripes.frag
Normal file
126
Shaders/frag/wp_stripes.frag
Normal 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;
|
||||||
|
}
|
||||||
|
|
@ -1,3 +1,5 @@
|
||||||
|
|
||||||
|
// ===== wp_wipe.frag =====
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout(location = 0) in vec2 qt_TexCoord0;
|
layout(location = 0) in vec2 qt_TexCoord0;
|
||||||
|
|
@ -11,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
|
||||||
float qt_Opacity;
|
float qt_Opacity;
|
||||||
float progress; // Transition progress (0.0 to 1.0)
|
float progress; // Transition progress (0.0 to 1.0)
|
||||||
float direction; // 0=left, 1=right, 2=up, 3=down
|
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;
|
} ubuf;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
|
@ -19,37 +21,41 @@ void main() {
|
||||||
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
||||||
vec4 color2 = texture(source2, uv); // Next (new) 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 edge = 0.0;
|
||||||
float factor = 0.0;
|
float factor = 0.0;
|
||||||
|
|
||||||
// Extend the progress range to account for smoothness
|
// Extend the progress range to account for smoothness
|
||||||
// This ensures the transition completes fully at the edges
|
// 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
|
// Calculate edge position based on direction
|
||||||
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
|
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
|
||||||
if (ubuf.direction < 0.5) {
|
if (ubuf.direction < 0.5) {
|
||||||
// Wipe from right to left (new image enters from right)
|
// Wipe from right to left (new image enters from right)
|
||||||
edge = 1.0 - extendedProgress;
|
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);
|
fragColor = mix(color1, color2, factor);
|
||||||
}
|
}
|
||||||
else if (ubuf.direction < 1.5) {
|
else if (ubuf.direction < 1.5) {
|
||||||
// Wipe from left to right (new image enters from left)
|
// Wipe from left to right (new image enters from left)
|
||||||
edge = extendedProgress;
|
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);
|
fragColor = mix(color2, color1, factor);
|
||||||
}
|
}
|
||||||
else if (ubuf.direction < 2.5) {
|
else if (ubuf.direction < 2.5) {
|
||||||
// Wipe from bottom to top (new image enters from bottom)
|
// Wipe from bottom to top (new image enters from bottom)
|
||||||
edge = 1.0 - extendedProgress;
|
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);
|
fragColor = mix(color1, color2, factor);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Wipe from top to bottom (new image enters from top)
|
// Wipe from top to bottom (new image enters from top)
|
||||||
edge = extendedProgress;
|
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);
|
fragColor = mix(color2, color1, factor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Binary file not shown.
Binary file not shown.
BIN
Shaders/qsb/wp_stripes.frag.qsb
Normal file
BIN
Shaders/qsb/wp_stripes.frag.qsb
Normal file
Binary file not shown.
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue