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-rw-r--r--desktop/modules/appearance/ripple.frag43
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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.
+
+// A ring spreading from a random point, bending both pictures as it passes,
+// the new one behind it. Opaque throughout. Compiled with:
+// qsb --qt6 -o ripple.frag.qsb ripple.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;
+ vec2 origin;
+};
+layout(binding = 1) uniform sampler2D source;
+layout(binding = 2) uniform sampler2D target;
+
+void main() {
+ vec2 asp = vec2(aspect, 1.0);
+ vec2 v = (qt_TexCoord0 - origin) * asp;
+ float d = length(v) / length(max(origin, 1.0 - origin) * asp);
+
+ // e runs -1 to 1 across the ring. It starts wholly outside the picture
+ // and ends wholly past it, so neither end is bent.
+ const float w = 0.12;
+ float e = (d - mix(-w, 1.0 + w, progress)) / w;
+ float ring = 1.0 - smoothstep(0.0, 1.0, abs(e));
+ vec2 off = v / max(length(v), 1e-4) / asp * sin(e * 3.14159) * ring * 0.03;
+
+ vec2 uv = qt_TexCoord0 + off;
+ vec3 col = mix(texture(target, uv).rgb, texture(source, uv).rgb, smoothstep(-0.6, 0.6, e));
+ fragColor = vec4(col, 1.0) * qt_Opacity;
+}