// ===== 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 // 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; // 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 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 = mod(float(stripeIndex), 2.0) != 0.0; // 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; }