Wallpaper: added disc transition
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5 changed files with 85 additions and 3 deletions
52
Shaders/frag/wp_disc.frag
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52
Shaders/frag/wp_disc.frag
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1; // Current wallpaper
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress; // Transition progress (0.0 to 1.0)
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float centerX; // X coordinate of disc center (0.0 to 1.0)
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float centerY; // Y coordinate of disc center (0.0 to 1.0)
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float smoothness; // Edge smoothness (0.01 to 0.5, default 0.05)
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float aspectRatio; // Width / Height of the screen
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} ubuf;
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 color1 = texture(source1, uv); // Current (old) wallpaper
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vec4 color2 = texture(source2, uv); // Next (new) wallpaper
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// Adjust UV coordinates to compensate for aspect ratio
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// This makes distances circular instead of elliptical
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vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
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vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
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// Calculate distance in aspect-corrected space
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float dist = distance(adjustedUV, adjustedCenter);
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// Calculate the maximum possible distance (corner to corner)
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// This ensures the disc can cover the entire screen
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float maxDistX = max(ubuf.centerX * ubuf.aspectRatio,
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(1.0 - ubuf.centerX) * ubuf.aspectRatio);
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float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
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float maxDist = length(vec2(maxDistX, maxDistY));
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// Scale progress to cover the maximum distance
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// Add extra range for smoothness to ensure complete coverage
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// Adjust smoothness for aspect ratio to maintain consistent visual appearance
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float adjustedSmoothness = ubuf.smoothness * max(1.0, ubuf.aspectRatio);
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float radius = ubuf.progress * (maxDist + adjustedSmoothness);
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// Use smoothstep for a smooth edge transition
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float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist);
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// Mix the textures (factor = 0 inside disc, 1 outside)
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fragColor = mix(color2, color1, factor);
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fragColor *= ubuf.qt_Opacity;
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}
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