noctalia-shell/Shaders/frag/wp_wipe.frag

63 lines
No EOL
2.4 KiB
GLSL

// ===== 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;
}