Merge branch 'noctalia-dev:main' into local
This commit is contained in:
commit
d2ac174427
15 changed files with 382 additions and 152 deletions
36
Bin/shaders-compile.sh
Executable file
36
Bin/shaders-compile.sh
Executable file
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@ -0,0 +1,36 @@
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#!/bin/bash
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# Directory containing the source shaders.
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SOURCE_DIR="Shaders/frag/"
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# Directory where the compiled shaders will be saved.
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DEST_DIR="Shaders/qsb/"
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# Check if the source directory exists.
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if [ ! -d "$SOURCE_DIR" ]; then
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echo "Source directory $SOURCE_DIR not found!"
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exit 1
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fi
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# Create the destination directory if it doesn't exist.
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mkdir -p "$DEST_DIR"
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# Loop through all files in the source directory ending with .frag
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for shader in "$SOURCE_DIR"*.frag; do
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# Check if a file was found (to handle the case of no .frag files).
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if [ -f "$shader" ]; then
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# Get the base name of the file (e.g., wp_fade).
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shader_name=$(basename "$shader" .frag)
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# Construct the output path for the compiled shader.
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output_path="$DEST_DIR$shader_name.frag.qsb"
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# Construct and run the qsb command.
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qsb --qt6 -o "$output_path" "$shader"
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# Print a message to confirm compilation.
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echo "Compiled $shader to $output_path"
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fi
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done
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echo "Shader compilation complete."
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@ -170,6 +170,7 @@ Singleton {
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property int randomIntervalSec: 300 // 5 min
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property int transitionDuration: 1500 // 1500 ms
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property string transitionType: "random"
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property real transitionEdgeSmoothness: 0.05
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property list<var> monitors: []
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}
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@ -12,82 +12,42 @@ Variants {
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required property ShellScreen modelData
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active: Settings.isLoaded && WallpaperService.getWallpaper(modelData.name)
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active: Settings.isLoaded
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sourceComponent: PanelWindow {
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id: root
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// Internal state management
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property bool firstWallpaper: true
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property string transitionType: 'fade'
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property bool transitioning: false
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property real transitionProgress: 0.0
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property string transitionType: "fade"
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property real transitionProgress: 0
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readonly property real edgeSmoothness: Settings.data.wallpaper.transitionEdgeSmoothness
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readonly property var allTransitions: WallpaperService.allTransitions
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readonly property bool transitioning: transitionAnimation.running
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// Wipe direction: 0=left, 1=right, 2=up, 3=down
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property real wipeDirection: 0
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property real wipeSmoothness: 0.05
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// Disc
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property real discCenterX: 0.5
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property real discCenterY: 0.5
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property real discSmoothness: 0.05
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// Stripe
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property real stripesCount: 16
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property real stripesAngle: 0
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// External state management
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property string servicedWallpaper: WallpaperService.getWallpaper(modelData.name)
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property string futureWallpaper: ""
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onServicedWallpaperChanged: {
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if (servicedWallpaper && servicedWallpaper !== currentWallpaper.source) {
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// Set wallpaper immediately on startup
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if (firstWallpaper) {
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firstWallpaper = false
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setWallpaperImmediate(servicedWallpaper)
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return
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}
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// Get the transitionType from the settings
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transitionType = Settings.data.wallpaper.transitionType
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if (transitionType == 'random') {
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var index = Math.floor(Math.random() * allTransitions.length)
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transitionType = allTransitions[index]
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}
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// Ensure the transition type really exists
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if (transitionType !== "none" && !allTransitions.includes(transitionType)) {
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transitionType = 'fade'
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}
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//Logger.log("Background", "Using transition:", transitionType)
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switch (transitionType) {
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case "none":
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setWallpaperImmediate(servicedWallpaper)
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break
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case "wipe_left":
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wipeDirection = 0
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setWallpaperWithTransition(servicedWallpaper)
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break
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case "wipe_right":
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wipeDirection = 1
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setWallpaperWithTransition(servicedWallpaper)
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break
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case "wipe_up":
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wipeDirection = 2
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setWallpaperWithTransition(servicedWallpaper)
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break
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case "wipe_down":
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wipeDirection = 3
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setWallpaperWithTransition(servicedWallpaper)
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break
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case "disc":
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discCenterX = Math.random()
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discCenterY = Math.random()
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setWallpaperWithTransition(servicedWallpaper)
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break
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default:
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setWallpaperWithTransition(servicedWallpaper)
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break
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}
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// Set wallpaper immediately on startup
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if (firstWallpaper) {
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firstWallpaper = false
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setWallpaperImmediate(servicedWallpaper)
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} else {
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futureWallpaper = servicedWallpaper
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debounceTimer.restart()
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}
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}
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@ -104,6 +64,16 @@ Variants {
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left: true
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}
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Timer {
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id: debounceTimer
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interval: 333
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running: false
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repeat: false
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onTriggered: {
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changeWallpaper()
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}
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}
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Image {
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id: currentWallpaper
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anchors.fill: parent
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@ -113,6 +83,8 @@ Variants {
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mipmap: false
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visible: false
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cache: false
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// currentWallpaper should not be asynchronous to avoid flickering when swapping next to current.
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asynchronous: false
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}
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Image {
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@ -124,17 +96,18 @@ Variants {
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mipmap: false
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visible: false
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cache: false
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asynchronous: true
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}
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// Fade or None transition shader
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ShaderEffect {
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id: fadeShader
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anchors.fill: parent
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visible: transitionType === 'fade' || transitionType === 'none'
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visible: transitionType === "fade" || transitionType === "none"
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real fade: transitionProgress
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property real progress: root.transitionProgress
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_fade.frag.qsb")
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}
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@ -142,13 +115,14 @@ Variants {
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ShaderEffect {
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id: wipeShader
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anchors.fill: parent
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visible: transitionType.startsWith('wipe_')
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visible: transitionType === "wipe"
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: transitionProgress
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property real direction: wipeDirection
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property real smoothness: wipeSmoothness
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real direction: root.wipeDirection
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_wipe.frag.qsb")
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}
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@ -156,18 +130,36 @@ Variants {
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ShaderEffect {
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id: discShader
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anchors.fill: parent
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visible: transitionType === 'disc'
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visible: transitionType === "disc"
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: transitionProgress
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property real centerX: discCenterX
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property real centerY: discCenterY
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property real smoothness: discSmoothness
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property real aspectRatio: width / height
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real aspectRatio: root.width / root.height
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property real centerX: root.discCenterX
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property real centerY: root.discCenterY
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_disc.frag.qsb")
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}
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// Diagonal stripes transition shader
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ShaderEffect {
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id: stripesShader
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anchors.fill: parent
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visible: transitionType === "stripes"
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real aspectRatio: root.width / root.height
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property real stripeCount: root.stripesCount
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property real angle: root.stripesAngle
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_stripes.frag.qsb")
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}
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// Animation for the transition progress
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NumberAnimation {
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id: transitionAnimation
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@ -175,29 +167,29 @@ Variants {
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property: "transitionProgress"
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from: 0.0
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to: 1.0
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duration: Settings.data.wallpaper.transitionDuration ?? 1000
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easing.type: transitionType.startsWith('wipe_') ? Easing.InOutCubic : Easing.OutQuad
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// The stripes shader feels faster visually, we make it a bit slower here.
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duration: transitionType == "stripes" ? Settings.data.wallpaper.transitionDuration
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* 1.6 : Settings.data.wallpaper.transitionDuration
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easing.type: Easing.InOutCubic
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onFinished: {
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// Swap images after transition completes
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currentWallpaper.source = nextWallpaper.source
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nextWallpaper.source = ""
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transitionProgress = 0.0
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transitioning = false
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}
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}
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function startTransition() {
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if (!transitioning && nextWallpaper.source != currentWallpaper.source) {
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transitioning = true
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transitionAnimation.start()
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}
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}
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function setWallpaperImmediate(source) {
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transitionAnimation.stop()
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transitionProgress = 0.0
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currentWallpaper.source = source
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nextWallpaper.source = ""
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transitionProgress = 0.0
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transitioning = false
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}
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function setWallpaperWithTransition(source) {
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@ -206,16 +198,55 @@ Variants {
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if (transitioning) {
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// We are interrupting a transition
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transitionAnimation.stop()
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transitionProgress = 0
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currentWallpaper.source = nextWallpaper.source
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nextWallpaper.source = ""
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transitionProgress = 0
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transitioning = false
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}
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nextWallpaper.source = source
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startTransition()
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}
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}
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// Main method that actually trigger the wallpaper change
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function changeWallpaper() {
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// Get the transitionType from the settings
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transitionType = Settings.data.wallpaper.transitionType
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if (transitionType == "random") {
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var index = Math.floor(Math.random() * allTransitions.length)
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transitionType = allTransitions[index]
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}
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// Ensure the transition type really exists
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if (transitionType !== "none" && !allTransitions.includes(transitionType)) {
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transitionType = "fade"
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}
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//Logger.log("Background", "New wallpaper: ", futureWallpaper, "On:", modelData.name, "Transition:", transitionType)
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switch (transitionType) {
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case "none":
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setWallpaperImmediate(futureWallpaper)
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break
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case "wipe":
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wipeDirection = Math.random() * 4
|
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setWallpaperWithTransition(futureWallpaper)
|
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break
|
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case "disc":
|
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discCenterX = Math.random()
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discCenterY = Math.random()
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setWallpaperWithTransition(futureWallpaper)
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break
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case "stripes":
|
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stripesCount = Math.round(Math.random() * 20 + 4)
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stripesAngle = Math.random() * 360
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setWallpaperWithTransition(futureWallpaper)
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break
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default:
|
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setWallpaperWithTransition(futureWallpaper)
|
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break
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}
|
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}
|
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}
|
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}
|
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}
|
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|
|
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|
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@ -8,6 +8,7 @@ import qs.Widgets
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|
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ColumnLayout {
|
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id: root
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width: parent.width
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|
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spacing: Style.marginL * scaling
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@ -94,12 +95,10 @@ ColumnLayout {
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GridView {
|
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id: wallpaperGridView
|
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anchors.fill: parent
|
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clip: true
|
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model: wallpapersList
|
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|
||||
boundsBehavior: Flickable.StopAtBounds
|
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flickableDirection: Flickable.VerticalFlick
|
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interactive: false
|
||||
clip: true
|
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|
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property int columns: 5
|
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property int itemSize: Math.floor((width - leftMargin - rightMargin - (4 * Style.marginS * scaling)) / columns)
|
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|
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@ -180,7 +179,8 @@ ColumnLayout {
|
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anchors.fill: parent
|
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acceptedButtons: Qt.LeftButton
|
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hoverEnabled: true
|
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onClicked: {
|
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// Use on pressed instead of clicked to better register clicks
|
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onPressed: {
|
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if (Settings.data.wallpaper.setWallpaperOnAllMonitors) {
|
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WallpaperService.changeWallpaper(undefined, wallpaperPath)
|
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} else {
|
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|
|
|
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|
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@ -88,47 +88,14 @@ ColumnLayout {
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// Random Wallpaper
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NToggle {
|
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label: "Random Wallpaper"
|
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description: "Automatically select random wallpapers from the folder."
|
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description: "Schedule random wallpaper changes at regular intervals."
|
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checked: Settings.data.wallpaper.randomEnabled
|
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onToggled: checked => Settings.data.wallpaper.randomEnabled = checked
|
||||
}
|
||||
|
||||
// Transition Type
|
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NComboBox {
|
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label: "Transition Type"
|
||||
description: "Animation type when switching between wallpapers."
|
||||
model: WallpaperService.transitionsModel
|
||||
currentKey: Settings.data.wallpaper.transitionType
|
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onSelected: key => Settings.data.wallpaper.transitionType = key
|
||||
}
|
||||
|
||||
// Transition Duration
|
||||
ColumnLayout {
|
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NLabel {
|
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label: "Transition Duration"
|
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description: "Duration of transition animations in seconds."
|
||||
}
|
||||
|
||||
RowLayout {
|
||||
spacing: Style.marginL * scaling
|
||||
NSlider {
|
||||
Layout.fillWidth: true
|
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from: 100
|
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to: 5000
|
||||
stepSize: 100
|
||||
value: Settings.data.wallpaper.transitionDuration
|
||||
onMoved: Settings.data.wallpaper.transitionDuration = value
|
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cutoutColor: Color.mSurface
|
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}
|
||||
NText {
|
||||
text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
|
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Interval (slider + H:M inputs)
|
||||
// Interval
|
||||
ColumnLayout {
|
||||
visible: Settings.data.wallpaper.randomEnabled
|
||||
RowLayout {
|
||||
NLabel {
|
||||
label: "Wallpaper Interval"
|
||||
|
|
@ -224,6 +191,64 @@ 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
|
||||
|
|
|
|||
|
|
@ -116,7 +116,7 @@ Singleton {
|
|||
}
|
||||
|
||||
function getBattery(device) {
|
||||
return `Battery: ${Math.round(device.battery * 100)}`
|
||||
return `Battery: ${Math.round(device.battery * 100)}%`
|
||||
}
|
||||
|
||||
function getSignalIcon(device) {
|
||||
|
|
|
|||
|
|
@ -32,24 +32,16 @@ Singleton {
|
|||
name: "Disc"
|
||||
}
|
||||
ListElement {
|
||||
key: "wipe_left"
|
||||
name: "Wipe Left"
|
||||
key: "stripes"
|
||||
name: "Stripes"
|
||||
}
|
||||
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(
|
||||
|
|
@ -129,17 +121,17 @@ Singleton {
|
|||
// -------------------------------------------------------------------
|
||||
function changeWallpaper(screenName, path) {
|
||||
if (screenName !== undefined) {
|
||||
setWallpaper(screenName, path)
|
||||
_setWallpaper(screenName, path)
|
||||
} else {
|
||||
// If no screenName specified change for all screens
|
||||
for (var i = 0; i < Quickshell.screens.length; i++) {
|
||||
setWallpaper(Quickshell.screens[i].name, path)
|
||||
_setWallpaper(Quickshell.screens[i].name, path)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
function setWallpaper(screenName, path) {
|
||||
function _setWallpaper(screenName, path) {
|
||||
if (path === "" || path === undefined) {
|
||||
return
|
||||
}
|
||||
|
|
@ -149,8 +141,7 @@ Singleton {
|
|||
return
|
||||
}
|
||||
|
||||
Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
|
||||
|
||||
//Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
|
||||
var wallpaperChanged = false
|
||||
|
||||
var monitor = getMonitorConfig(screenName)
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
138
Shaders/frag/wp_stripes.frag
Normal file
138
Shaders/frag/wp_stripes.frag
Normal file
|
|
@ -0,0 +1,138 @@
|
|||
// ===== 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 0.001-0.3 range
|
||||
// Using a non-linear mapping for better control at low values
|
||||
float mappedSmoothness = mix(0.001, 0.3, 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);
|
||||
|
||||
// Increased delay and better distribution
|
||||
float maxDelay = 0.1;
|
||||
float stripeDelay = normalizedStripePos * maxDelay;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// 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
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
|
|
|||
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