From f6d325615cb461473e96c9a61cfd877ab8a62075 Mon Sep 17 00:00:00 2001 From: "Danilo M." Date: Fri, 6 Nov 2026 17:44:17 +0100 Subject: 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 --- desktop/modules/appearance/ripple.frag | 43 ++++++++++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) create mode 100644 desktop/modules/appearance/ripple.frag (limited to 'desktop/modules/appearance/ripple.frag') 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. +// +// 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; +} -- cgit v1.2.3