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| author | Danilo M. <danix@danix.xyz> | 2026-11-06 17:44:17 +0100 |
|---|---|---|
| committer | Danilo M. <danix@danix.xyz> | 2026-11-06 17:44:17 +0100 |
| commit | f6d325615cb461473e96c9a61cfd877ab8a62075 (patch) | |
| tree | e840c8c2e3c62a9fbacfd42f41e9b5e50e6314fc /desktop/modules/appearance/ink.frag | |
| parent | f14d4ac615fe3ae62d77ed828b6150665a687033 (diff) | |
| download | quickshell-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>
Diffstat (limited to 'desktop/modules/appearance/ink.frag')
| -rw-r--r-- | desktop/modules/appearance/ink.frag | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/desktop/modules/appearance/ink.frag b/desktop/modules/appearance/ink.frag new file mode 100644 index 0000000..8a6f655 --- /dev/null +++ b/desktop/modules/appearance/ink.frag @@ -0,0 +1,52 @@ +// 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. + +// The old wallpaper dissolving like ink in water: a soft edge through noise +// warped by more noise, the picture smearing as it goes. Compiled with: +// qsb --qt6 -o ink.frag.qsb ink.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; + float aspect; +}; +layout(binding = 1) uniform sampler2D source; + +float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); } + +float noise(vec2 p) { + vec2 i = floor(p), f = fract(p); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(hash(i), hash(i + vec2(1, 0)), u.x), + mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x), u.y); +} + +float fbm(vec2 p) { + float v = 0.0, a = 0.5; + for (int i = 0; i < 5; i++) { v += a * noise(p); p *= 2.03; a *= 0.5; } + return v; +} + +void main() { + vec2 p = qt_TexCoord0 * vec2(aspect, 1.0); + vec2 warp = vec2(fbm(p * 3.0 + progress), fbm(p * 3.0 + 7.3 - progress)); + // fbm sits around 0.2 to 0.8; stretched and clamped, so the edge below + // sweeps past every pixel. + float t = clamp((fbm(p * 2.0 + warp * 1.5) - 0.2) / 0.6, 0.0, 1.0); + + const float w = 0.15; + float a = smoothstep(0.0, w, t - mix(-w, 1.0, progress)); + vec2 uv = qt_TexCoord0 + (warp - 0.5) * 0.04 * (1.0 - a); + fragColor = vec4(texture(source, uv).rgb * a, a) * qt_Opacity; +} |
