diff options
Diffstat (limited to 'desktop/modules')
| -rw-r--r-- | desktop/modules/appearance/blinds.frag | 39 | ||||
| -rw-r--r-- | desktop/modules/appearance/blinds.frag.qsb | bin | 0 -> 2408 bytes | |||
| -rw-r--r-- | desktop/modules/appearance/crosswarp.frag | 37 | ||||
| -rw-r--r-- | desktop/modules/appearance/crosswarp.frag.qsb | bin | 0 -> 2322 bytes | |||
| -rw-r--r-- | desktop/modules/appearance/ink.frag | 52 | ||||
| -rw-r--r-- | desktop/modules/appearance/ink.frag.qsb | bin | 0 -> 3501 bytes | |||
| -rw-r--r-- | desktop/modules/appearance/melt.frag | 44 | ||||
| -rw-r--r-- | desktop/modules/appearance/melt.frag.qsb | bin | 0 -> 2807 bytes | |||
| -rw-r--r-- | desktop/modules/appearance/ripple.frag | 43 | ||||
| -rw-r--r-- | desktop/modules/appearance/ripple.frag.qsb | bin | 0 -> 2521 bytes | |||
| -rw-r--r-- | desktop/modules/appearance/shatter.frag | 66 | ||||
| -rw-r--r-- | desktop/modules/appearance/shatter.frag.qsb | bin | 0 -> 4047 bytes |
12 files changed, 281 insertions, 0 deletions
diff --git a/desktop/modules/appearance/blinds.frag b/desktop/modules/appearance/blinds.frag new file mode 100644 index 0000000..49ee17b --- /dev/null +++ b/desktop/modules/appearance/blinds.frag @@ -0,0 +1,39 @@ +// 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; +} diff --git a/desktop/modules/appearance/blinds.frag.qsb b/desktop/modules/appearance/blinds.frag.qsb Binary files differnew file mode 100644 index 0000000..d2a6885 --- /dev/null +++ b/desktop/modules/appearance/blinds.frag.qsb diff --git a/desktop/modules/appearance/crosswarp.frag b/desktop/modules/appearance/crosswarp.frag new file mode 100644 index 0000000..d7fc91a --- /dev/null +++ b/desktop/modules/appearance/crosswarp.frag @@ -0,0 +1,37 @@ +// 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. + +// Both pictures pulled away from a random point by their own brightness, +// flowing into each other: the old one stretches as it leaves, the new one +// settles as it arrives. Opaque throughout. Compiled with: +// qsb --qt6 -o crosswarp.frag.qsb crosswarp.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; +layout(binding = 2) uniform sampler2D target; + +float luma(vec3 c) { return dot(c, vec3(0.299, 0.587, 0.114)); } + +void main() { + vec2 uv = qt_TexCoord0; + vec2 dir = uv - origin; + float x = smoothstep(0.0, 1.0, progress); + vec2 ua = uv + dir * luma(texture(source, uv).rgb) * x * 0.3; + vec2 ub = uv - dir * luma(texture(target, uv).rgb) * (1.0 - x) * 0.3; + fragColor = vec4(mix(texture(source, ua).rgb, texture(target, ub).rgb, x), 1.0) * qt_Opacity; +} diff --git a/desktop/modules/appearance/crosswarp.frag.qsb b/desktop/modules/appearance/crosswarp.frag.qsb Binary files differnew file mode 100644 index 0000000..a6adfe0 --- /dev/null +++ b/desktop/modules/appearance/crosswarp.frag.qsb 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; +} diff --git a/desktop/modules/appearance/ink.frag.qsb b/desktop/modules/appearance/ink.frag.qsb Binary files differnew file mode 100644 index 0000000..9eaf100 --- /dev/null +++ b/desktop/modules/appearance/ink.frag.qsb diff --git a/desktop/modules/appearance/melt.frag b/desktop/modules/appearance/melt.frag new file mode 100644 index 0000000..86ef369 --- /dev/null +++ b/desktop/modules/appearance/melt.frag @@ -0,0 +1,44 @@ +// 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 running down the screen like wet paint, each column +// starting late by its noise and accelerating. Compiled with: +// qsb --qt6 -o melt.frag.qsb melt.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); +} + +void main() { + float x = qt_TexCoord0.x * aspect; + float delay = 0.25 * (noise(vec2(x * 40.0, 0.0)) + noise(vec2(x * 9.0, 3.0))); + float l = clamp((progress - delay) / 0.5, 0.0, 1.0); + + // Past 1, so the bottom row clears the screen. + vec2 uv = vec2(qt_TexCoord0.x, qt_TexCoord0.y - l * l * 1.02); + float a = smoothstep(-0.004, 0.0, uv.y); + fragColor = vec4(texture(source, uv).rgb * a, a) * qt_Opacity; +} diff --git a/desktop/modules/appearance/melt.frag.qsb b/desktop/modules/appearance/melt.frag.qsb Binary files differnew file mode 100644 index 0000000..076427e --- /dev/null +++ b/desktop/modules/appearance/melt.frag.qsb diff --git a/desktop/modules/appearance/ripple.frag b/desktop/modules/appearance/ripple.frag new file mode 100644 index 0000000..a610537 --- /dev/null +++ b/desktop/modules/appearance/ripple.frag @@ -0,0 +1,43 @@ +// 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; +} diff --git a/desktop/modules/appearance/ripple.frag.qsb b/desktop/modules/appearance/ripple.frag.qsb Binary files differnew file mode 100644 index 0000000..e963167 --- /dev/null +++ b/desktop/modules/appearance/ripple.frag.qsb diff --git a/desktop/modules/appearance/shatter.frag b/desktop/modules/appearance/shatter.frag new file mode 100644 index 0000000..4c9e40d --- /dev/null +++ b/desktop/modules/appearance/shatter.frag @@ -0,0 +1,66 @@ +// 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 breaking into Voronoi shards that shrink, slide away from +// where the blow landed and fade, each on its own delay. A shard only moves +// inside the room its shrinking leaves, so a pixel needs one cell lookup to +// find it, rather than a search of the neighbours. Compiled with: +// qsb --qt6 -o shatter.frag.qsb shatter.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; + +vec2 hash2(vec2 p) { + return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); +} + +// The nearest seed to p: its cell in xy, its position in zw. +vec4 cell(vec2 p) { + vec2 i = floor(p), f = fract(p); + float best = 9.0; + vec4 r = vec4(0.0); + for (int y = -1; y <= 1; y++) { + for (int x = -1; x <= 1; x++) { + vec2 g = vec2(float(x), float(y)); + vec2 s = g + hash2(i + g); + float d = dot(s - f, s - f); + if (d < best) { best = d; r = vec4(i + g, i + s); } + } + } + return r; +} + +void main() { + const float n = 6.0; + vec2 asp = vec2(aspect, 1.0); + vec2 p = qt_TexCoord0 * asp * n; + vec4 c = cell(p); + vec2 seed = c.zw; + + vec2 away = seed / n - origin * asp; + float d = clamp(length(away) / length(max(origin, 1.0 - origin) * asp), 0.0, 1.0); + float l = clamp((progress - 0.6 * mix(d, hash2(c.xy).x, 0.3)) / 0.4, 0.0, 1.0); + + float s = 1.0 - 0.85 * l; + vec2 q = seed + (p - seed - normalize(away + 1e-4) * (1.0 - s) * 0.4) / s; + if (cell(q).xy != c.xy) { fragColor = vec4(0.0); return; } + + float a = 1.0 - smoothstep(0.4, 1.0, l); + fragColor = vec4(texture(source, q / (asp * n)).rgb * a, a) * qt_Opacity; +} diff --git a/desktop/modules/appearance/shatter.frag.qsb b/desktop/modules/appearance/shatter.frag.qsb Binary files differnew file mode 100644 index 0000000..bba25ac --- /dev/null +++ b/desktop/modules/appearance/shatter.frag.qsb |
