Wallpaper: swipe left/right/up/down

This commit is contained in:
LemmyCook 2025-08-29 19:06:01 -04:00
parent a38665fa0d
commit f5b4984295
7 changed files with 140 additions and 24 deletions

View file

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#version 440
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 direction; // 0=left, 1=right, 2=up, 3=down
float smoothness; // Edge smoothness (0.01 to 0.5, default 0.05)
} ubuf;
void main() {
vec2 uv = qt_TexCoord0;
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
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;
// Calculate edge position based on direction
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
if (ubuf.direction < 0.5) {
// Swipe from right to left (new image enters from right)
edge = 1.0 - extendedProgress;
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.x);
fragColor = mix(color1, color2, factor);
}
else if (ubuf.direction < 1.5) {
// Swipe from left to right (new image enters from left)
edge = extendedProgress;
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.x);
fragColor = mix(color2, color1, factor);
}
else if (ubuf.direction < 2.5) {
// Swipe from bottom to top (new image enters from bottom)
edge = 1.0 - extendedProgress;
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.y);
fragColor = mix(color1, color2, factor);
}
else {
// Swipe from top to bottom (new image enters from top)
edge = extendedProgress;
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.y);
fragColor = mix(color2, color1, factor);
}
fragColor *= ubuf.qt_Opacity;
}

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