// ===== wp_disc.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 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 (0.0 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 0.001-0.5 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); vec2 adjustedCenter = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY); // Calculate distance in aspect-corrected space float dist = distance(adjustedUV, adjustedCenter); // Calculate the maximum possible distance (corner to corner) // This ensures the disc can cover the entire screen float maxDistX = max(ubuf.centerX * ubuf.aspectRatio, (1.0 - ubuf.centerX) * ubuf.aspectRatio); float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY); float maxDist = length(vec2(maxDistX, maxDistY)); // 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 = mappedSmoothness * max(1.0, ubuf.aspectRatio); float radius = ubuf.progress * (maxDist + adjustedSmoothness); // Use smoothstep for a smooth edge transition float factor = smoothstep(radius - adjustedSmoothness, radius + adjustedSmoothness, dist); // Mix the textures (factor = 0 inside disc, 1 outside) fragColor = mix(color2, color1, factor); fragColor *= ubuf.qt_Opacity; }