// ===== wp_wipe.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 direction; // 0=left, 1=right, 2=up, 3=down float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth) } 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); 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 * 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 - 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 - 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 - 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 - mappedSmoothness, edge + mappedSmoothness, uv.y); fragColor = mix(color2, color1, factor); } fragColor *= ubuf.qt_Opacity; }