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authorDanilo M. <danix@danix.xyz>2026-11-06 17:44:17 +0100
committerDanilo M. <danix@danix.xyz>2026-11-06 17:44:17 +0100
commitf6d325615cb461473e96c9a61cfd877ab8a62075 (patch)
treee840c8c2e3c62a9fbacfd42f41e9b5e50e6314fc /desktop/modules/appearance/blinds.frag
parentf14d4ac615fe3ae62d77ed828b6150665a687033 (diff)
downloadquickshell-f6d325615cb461473e96c9a61cfd877ab8a62075.tar.gz
quickshell-f6d325615cb461473e96c9a61cfd877ab8a62075.zip
wallpaper: six more transitions
Ink, shatter, ripple, melt, blinds and cross-warp. Each draws the old picture exactly at progress 0 and the new one at 1, or the cover would pop as it comes and goes: rendered under Xvfb with llvmpipe against the plain pictures, all seven differ by 0 at both ends. Ripple and cross-warp sample the new picture, the rest are transparent over it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+// Copyright (C) 2026 Danilo M. <danix@danix.xyz>
+//
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License version 2 as
+// published by the Free Software Foundation.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+
+// Vertical slats turning edge-on in a wave from a random column, darkening as
+// they turn, with the new wallpaper between them. Compiled with:
+// qsb --qt6 -o blinds.frag.qsb blinds.frag
+#version 440
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float progress;
+ vec2 origin;
+};
+layout(binding = 1) uniform sampler2D source;
+
+void main() {
+ const float n = 16.0;
+ float slat = floor(qt_TexCoord0.x * n);
+ float f = fract(qt_TexCoord0.x * n) - 0.5;
+
+ float wave = abs((slat + 0.5) / n - origin.x) / max(origin.x, 1.0 - origin.x);
+ float l = clamp((progress - 0.6 * min(wave, 1.0)) / 0.4, 0.0, 1.0);
+
+ float half_ = 0.5 * cos(l * 1.5708);
+ if (l >= 1.0 || abs(f) > half_) { fragColor = vec4(0.0); return; }
+
+ vec2 uv = vec2((slat + 0.5 + f * 0.5 / half_) / n, qt_TexCoord0.y);
+ fragColor = vec4(texture(source, uv).rgb * mix(1.0, 0.55, l), 1.0) * qt_Opacity;
+}