// 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. // 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; }