Wallpaper: added fillMode to all shaders (no, crop, fit, stretch)

This commit is contained in:
LemmyCook 2025-09-01 21:30:38 -04:00
parent cb7b1d92c6
commit f9194dd741
12 changed files with 463 additions and 76 deletions

View file

@ -174,6 +174,7 @@ Singleton {
property string directory: "/usr/share/wallpapers"
property bool enableMultiMonitorDirectories: false
property bool setWallpaperOnAllMonitors: true
property string fillMode: "crop"
property bool randomEnabled: false
property int randomIntervalSec: 300 // 5 min
property int transitionDuration: 1500 // 1500 ms

View file

@ -39,12 +39,24 @@ Variants {
// Used to debounce wallpaper changes
property string futureWallpaper: ""
// Fillmode default is "crop"
property real fillMode: 1.0
// On startup assign wallpaper immediately
Component.onCompleted: {
fillMode = WallpaperService.getFillModeUniform()
var path = modelData ? WallpaperService.getWallpaper(modelData.name) : ""
setWallpaperImmediate(path)
}
Connections {
target: Settings.data.wallpaper
function onFillModeChanged() {
fillMode = WallpaperService.getFillModeUniform()
}
}
// External state management
Connections {
target: WallpaperService
@ -84,8 +96,6 @@ Variants {
Image {
id: currentWallpaper
anchors.fill: parent
fillMode: Image.PreserveAspectCrop
source: ""
smooth: true
mipmap: false
@ -97,8 +107,6 @@ Variants {
Image {
id: nextWallpaper
anchors.fill: parent
fillMode: Image.PreserveAspectCrop
source: ""
smooth: true
mipmap: false
@ -116,6 +124,17 @@ Variants {
property variant source1: currentWallpaper
property variant source2: nextWallpaper
property real progress: root.transitionProgress
// Fill mode properties
property real fillMode: root.fillMode
property real imageWidth1: source1.sourceSize.width
property real imageHeight1: source1.sourceSize.height
property real imageWidth2: source2.sourceSize.width
property real imageHeight2: source2.sourceSize.height
property real screenWidth: width
property real screenHeight: height
property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_fade.frag.qsb")
}
@ -131,6 +150,16 @@ Variants {
property real smoothness: root.edgeSmoothness
property real direction: root.wipeDirection
// Fill mode properties
property real fillMode: root.fillMode
property real imageWidth1: source1.sourceSize.width
property real imageHeight1: source1.sourceSize.height
property real imageWidth2: source2.sourceSize.width
property real imageHeight2: source2.sourceSize.height
property real screenWidth: width
property real screenHeight: height
property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_wipe.frag.qsb")
}
@ -148,6 +177,16 @@ Variants {
property real centerX: root.discCenterX
property real centerY: root.discCenterY
// Fill mode properties
property real fillMode: root.fillMode
property real imageWidth1: source1.sourceSize.width
property real imageHeight1: source1.sourceSize.height
property real imageWidth2: source2.sourceSize.width
property real imageHeight2: source2.sourceSize.height
property real screenWidth: width
property real screenHeight: height
property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_disc.frag.qsb")
}
@ -165,6 +204,16 @@ Variants {
property real stripeCount: root.stripesCount
property real angle: root.stripesAngle
// Fill mode properties
property real fillMode: root.fillMode
property real imageWidth1: source1.sourceSize.width
property real imageHeight1: source1.sourceSize.height
property real imageWidth2: source2.sourceSize.width
property real imageHeight2: source2.sourceSize.height
property real screenWidth: width
property real screenHeight: height
property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_stripes.frag.qsb")
}

View file

@ -84,6 +84,93 @@ ColumnLayout {
Layout.bottomMargin: Style.marginXL * scaling
}
ColumnLayout {
visible: Settings.data.wallpaper.enabled
spacing: Style.marginL * scaling
Layout.fillWidth: true
NText {
text: "Look & Feel"
font.pointSize: Style.fontSizeXXL * scaling
font.weight: Style.fontWeightBold
color: Color.mSecondary
}
// Fill Mode
NComboBox {
label: "Fill Mode"
description: "Select how the image should scale to match your monitor's resolution."
model: WallpaperService.fillModeModel
currentKey: Settings.data.wallpaper.fillMode
onSelected: key => Settings.data.wallpaper.fillMode = key
}
// 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
}
}
}
}
NDivider {
visible: Settings.data.wallpaper.enabled
Layout.fillWidth: true
Layout.topMargin: Style.marginXL * scaling
Layout.bottomMargin: Style.marginXL * scaling
}
ColumnLayout {
visible: Settings.data.wallpaper.enabled
spacing: Style.marginL * scaling
@ -202,64 +289,6 @@ 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

View file

@ -49,6 +49,51 @@ Singleton {
}
}
readonly property ListModel fillModeModel: ListModel {
// Centers image without resizing
// Pads with fillColor if image is smaller than screen
ListElement {
key: "center"
name: "Center"
uniform: 0.0
}
// Scales image to fill entire screen
// Crops portions that exceed screen bounds
// Maintains aspect ratio
ListElement {
key: "crop"
name: "Crop (Fill/Cover)"
uniform: 1.0
}
// Scales image to fit entirely within screen
// Maintains aspect ratio
// May show fillColor bars on sides
ListElement {
key: "fit"
name: "Fit (Contain)"
uniform: 2.0
}
// Stretches image to exact screen dimensions
// Does NOT maintain aspect ratio
// May distort the image
ListElement {
key: "stretch"
name: "Stretch"
uniform: 3.0
}
}
function getFillModeUniform() {
for (var i = 0; i < fillModeModel.count; i++) {
const mode = fillModeModel.get(i)
if (mode.key === Settings.data.wallpaper.fillMode) {
return mode.uniform
}
}
// Fallback to crop
return 1.0
}
// 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

View file

@ -15,17 +15,82 @@ layout(std140, binding = 0) uniform buf {
float centerY; // Y coordinate of disc center (0.0 to 1.0)
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
float aspectRatio; // Width / Height of the screen
// Fill mode parameters
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
// Convert UV to pixel coordinates, offset, then back to UV in image space
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
// Convert screen UV to pixel coordinates
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
// Adjust for offset and scale
vec2 imagePixel = (screenPixel - offset) / scale;
// Convert back to UV coordinates in image space
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
// Mode 3: stretch - Use original UV (stretches to fit)
// No transformation needed for stretch mode
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
// Check if UV is out of bounds
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
void main() {
vec2 uv = qt_TexCoord0;
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// 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);
@ -54,4 +119,4 @@ void main() {
fragColor = mix(color2, color1, factor);
fragColor *= ubuf.qt_Opacity;
}
}

View file

@ -1,19 +1,88 @@
// ===== wp_fade.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source1;
layout(binding = 2) uniform sampler2D source2;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress;
};
// Fill mode parameters
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
// Convert UV to pixel coordinates, offset, then back to UV in image space
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
// Convert screen UV to pixel coordinates
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
// Adjust for offset and scale
vec2 imagePixel = (screenPixel - offset) / scale;
// Convert back to UV coordinates in image space
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
// Mode 3: stretch - Use original UV (stretches to fit)
// No transformation needed for stretch mode
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
// Check if UV is out of bounds
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
void main() {
vec4 color1 = texture(source1, qt_TexCoord0);
vec4 color2 = texture(source2, qt_TexCoord0);
vec2 uv = qt_TexCoord0;
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Mix the two textures based on progress value
fragColor = mix(color1, color2, progress) * qt_Opacity;
fragColor = mix(color1, color2, ubuf.progress) * ubuf.qt_Opacity;
}

View file

@ -15,12 +15,77 @@ layout(std140, binding = 0) uniform buf {
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
// Fill mode parameters
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
// Convert UV to pixel coordinates, offset, then back to UV in image space
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
// Convert screen UV to pixel coordinates
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
// Adjust for offset and scale
vec2 imagePixel = (screenPixel - offset) / scale;
// Convert back to UV coordinates in image space
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
// Mode 3: stretch - Use original UV (stretches to fit)
// No transformation needed for stretch mode
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
// Check if UV is out of bounds
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
void main() {
vec2 uv = qt_TexCoord0;
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Map smoothness from 0.0-1.0 to 0.001-0.3 range
// Using a non-linear mapping for better control at low values

View file

@ -1,4 +1,3 @@
// ===== wp_wipe.frag =====
#version 450
@ -14,12 +13,77 @@ layout(std140, binding = 0) uniform buf {
float progress; // Transition progress (0.0 to 1.0)
float direction; // 0=left, 1=right, 2=up, 3=down
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
// Fill mode parameters
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
// Convert UV to pixel coordinates, offset, then back to UV in image space
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
// Convert screen UV to pixel coordinates
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
// Adjust for offset and scale
vec2 imagePixel = (screenPixel - offset) / scale;
// Convert back to UV coordinates in image space
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
// Mode 3: stretch - Use original UV (stretches to fit)
// No transformation needed for stretch mode
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
// Check if UV is out of bounds
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
void main() {
vec2 uv = qt_TexCoord0;
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
// Sample textures with fill mode
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
// Map smoothness from 0.0-1.0 to 0.001-0.5 range
// Using a non-linear mapping for better control

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