wallpaper-shaders: added 2 new transitions - pixelate and honeycomb

This commit is contained in:
Lemmy
2026-02-06 10:58:06 -05:00
parent 8ea92804ea
commit dd9d643eb3
23 changed files with 454 additions and 7 deletions
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Scheibe",
"fade": "Überblenden",
"honeycomb": "Honigwabe",
"pixelate": "Verpixeln",
"stripes": "Streifen",
"wipe": "Wischen"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Disc",
"fade": "Fade",
"honeycomb": "Honeycomb",
"pixelate": "Pixelate",
"stripes": "Stripes",
"wipe": "Wipe"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Disco",
"fade": "Desvanecer",
"honeycomb": "Panal",
"pixelate": "Pixelar",
"stripes": "Rayas",
"wipe": "Barrido"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Disque",
"fade": "Fondu",
"honeycomb": "Nid d'abeille",
"pixelate": "Pixéliser",
"stripes": "Rayures",
"wipe": "Balayage"
},
+31 -7
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@@ -40,8 +40,8 @@
"audio-visualizer": {
"color-name-description": "Kjos lìten på framsyningi.",
"color-name-label": "Fyllelìt",
"hide-when-idle-description": "Framsyningi dyl seg når dette er på, minder nokot spelar av.",
"hide-when-idle-label": "Dyl når ingen låt spelar av",
"hide-when-idle-description": "Framsyningi løynest når dette er på, minder nokot spelar av.",
"hide-when-idle-label": "Løyn når ingen låt spelar av",
"width-description": "Sjølvvald lùtbreidd."
},
"battery": {
@@ -53,10 +53,10 @@
"display-mode-icon-always": "Teikn - syn % stødt",
"display-mode-icon-hover": "Teikn - syn ved sviv",
"display-mode-icon-only": "Einast teikn",
"hide-if-idle-description": "Dyl nøytlen når batteriet ikkje ladar og ikkje gjev straum.",
"hide-if-idle-label": "Dyl når uverksam",
"hide-if-not-detected-description": "Dyl nøytlen når kjernen ikkje finn eit batteri.",
"hide-if-not-detected-label": "Dyl når ikkje funne",
"hide-if-idle-description": "Løyn nøytlen når batteriet ikkje ladar og ikkje gjev straum.",
"hide-if-idle-label": "Løyn når uverksam",
"hide-if-not-detected-description": "Løyn nøytlen når kjernen ikkje finn eit batteri.",
"hide-if-not-detected-label": "Løyn når ikkje funne",
"low-battery-threshold-description": "Gjev åtvaring når batteristiget gjeng under denne hundradsluten.",
"low-battery-threshold-label": "Åtvaringstreskald for lågt batteri",
"show-noctalia-performance-description": "Syn brjotaren for Ytestoda frå Noctalia i batterifjøli.<br>Slær av skuggar og bilætrørslor i Noctalia for å minka emnebruk.",
@@ -89,7 +89,31 @@
"color-selection-description": "Lìt nøytelteikn med hamslìtene.",
"enable-colorization-description": "Lìt teiknet til styreromet med hamslìtene.",
"icon-description": "Kjos teikn frå samningi eller ei onnor fil.",
"select-custom-icon": "Kjos teikn"
"select-custom-icon": "Kjos teikn",
"use-distro-logo-description": "Nytta teiknet til Linuxutbytet ditt helder en eit anna teikn.",
"use-distro-logo-label": "Nytta utbyteteikn"
},
"custom-button": {
"collapse-condition-description": "Knappen løynest um utskrifti er lik dette.",
"collapse-condition-label": "Løyningsvilkor",
"color-selection-description": "Lìt teiknet og teksti med hamslìtene.",
"display-command-output-description": "Skriv inn eit styrebod som skal køyra jamlege. Syner fyrste utskriftsradi som tekst.",
"display-command-output-label": "Syn utskrift frå styrebod",
"display-command-output-stream-description": "Skriv inn styrebod som skal køyra heile tidi.",
"dynamic-text": "Rørug skrift",
"enable-colorization-description": "Lìt teiknet og teksti på den handgjorde knappen med hamslìtene.",
"enable-colorization-label": "Lìta",
"hide-mode-always-expanded": "Stødt vidka",
"hide-mode-description": "Stjornar um nøytlen er til å sjå når styrebodet ikkje kjem med utskrift.",
"hide-mode-expand-with-output": "Vidka ved utskrift",
"hide-mode-label": "Løyndarluna",
"hide-mode-max-transparent": "Vidka heilt men klår",
"icon-description": "Kjos teikn frå samningi.",
"ipc-identifier-description": "Sermerke for IPC-styrebod. Nytta dette merket med 'qs -c noctalia-shell ipc call cb [gjerning] [merke]' for å styra knappen med IPC.",
"ipc-identifier-label": "IPC-sermerke",
"left-click-description": "Styrebod som køyrer ved vinstretrykk.",
"left-click-label": "Vinstretrykk",
"left-click-update-text": "Før upp ny tekst ved vinstretrykk"
}
},
"common": {
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Korong",
"fade": "Halványítás",
"honeycomb": "Méhsejt",
"pixelate": "Pixelezés",
"stripes": "Csíkok",
"wipe": "Törlés"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "ディスク",
"fade": "フェード",
"honeycomb": "ハニカム",
"pixelate": "ピクセル化",
"stripes": "ストライプ",
"wipe": "ワイプ"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "디스크",
"fade": "페이드",
"honeycomb": "벌집",
"pixelate": "픽셀화",
"stripes": "스트라이프",
"wipe": "와이프"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Schijf",
"fade": "Vervagen",
"honeycomb": "Honingraat",
"pixelate": "Pixeliseren",
"stripes": "Strepen",
"wipe": "Vegen"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Dysk",
"fade": "Zanikanie",
"honeycomb": "Plaster miodu",
"pixelate": "Pikselizuj",
"stripes": "Paski",
"wipe": "Wycieranie"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Disco",
"fade": "Esmaecer",
"honeycomb": "Favo de mel",
"pixelate": "Pixelizar",
"stripes": "Listras",
"wipe": "Limpar"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Диск",
"fade": "Затухание",
"honeycomb": "Соты",
"pixelate": "Пикселизировать",
"stripes": "Полосы",
"wipe": "Стирание"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Skiva",
"fade": "Tonad",
"honeycomb": "Bikaka",
"pixelate": "Pixla",
"stripes": "Ränder",
"wipe": "Torkning"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Disk",
"fade": "Belirsizleşme",
"honeycomb": "Petek",
"pixelate": "Pikselleştir",
"stripes": "Çizgiler",
"wipe": "Silme"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "Диск",
"fade": "Затухання",
"honeycomb": "Стільники",
"pixelate": "Пікселізувати",
"stripes": "Смуги",
"wipe": "Змітання"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "圆盘",
"fade": "淡入淡出",
"honeycomb": "蜂巢",
"pixelate": "像素化",
"stripes": "条纹",
"wipe": "擦除"
},
+2
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@@ -1776,6 +1776,8 @@
"transitions": {
"disc": "圓盤",
"fade": "淡入",
"honeycomb": "蜂巢",
"pixelate": "像素化",
"stripes": "條紋",
"wipe": "擦除"
},
+95
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@@ -38,6 +38,14 @@ Variants {
property real stripesCount: 16
property real stripesAngle: 0
// Pixelate
property real pixelateMaxBlockSize: 64.0
// Honeycomb
property real honeycombCellSize: 0.04
property real honeycombCenterX: 0.5
property real honeycombCenterY: 0.5
// Used to debounce wallpaper changes
property string futureWallpaper: ""
// Track the original wallpaper path being transitioned to (before caching)
@@ -181,6 +189,10 @@ Variants {
return discShaderComponent;
case "stripes":
return stripesShaderComponent;
case "pixelate":
return pixelateShaderComponent;
case "honeycomb":
return honeycombShaderComponent;
case "fade":
case "none":
default:
@@ -319,6 +331,71 @@ Variants {
}
}
// Pixelate transition shader component
Component {
id: pixelateShaderComponent
ShaderEffect {
anchors.fill: parent
property variant source1: currentWallpaper
property variant source2: nextWallpaper
property real progress: root.transitionProgress
property real maxBlockSize: root.pixelateMaxBlockSize
// Fill mode properties
property real fillMode: root.fillMode
property vector4d fillColor: root.fillColor
property real imageWidth1: source1.sourceSize.width
property real imageHeight1: source1.sourceSize.height
property real imageWidth2: source2.sourceSize.width
property real imageHeight2: source2.sourceSize.height
property real screenWidth: width
property real screenHeight: height
// Solid color mode
property real isSolid1: root.isSolid1 ? 1.0 : 0.0
property real isSolid2: root.isSolid2 ? 1.0 : 0.0
property vector4d solidColor1: root.solidColor1
property vector4d solidColor2: root.solidColor2
fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_pixelate.frag.qsb")
}
}
// Honeycomb transition shader component
Component {
id: honeycombShaderComponent
ShaderEffect {
anchors.fill: parent
property variant source1: currentWallpaper
property variant source2: nextWallpaper
property real progress: root.transitionProgress
property real cellSize: root.honeycombCellSize
property real centerX: root.honeycombCenterX
property real centerY: root.honeycombCenterY
property real aspectRatio: root.width / root.height
// Fill mode properties
property real fillMode: root.fillMode
property vector4d fillColor: root.fillColor
property real imageWidth1: source1.sourceSize.width
property real imageHeight1: source1.sourceSize.height
property real imageWidth2: source2.sourceSize.width
property real imageHeight2: source2.sourceSize.height
property real screenWidth: width
property real screenHeight: height
// Solid color mode
property real isSolid1: root.isSolid1 ? 1.0 : 0.0
property real isSolid2: root.isSolid2 ? 1.0 : 0.0
property vector4d solidColor1: root.solidColor1
property vector4d solidColor2: root.solidColor2
fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_honeycomb.frag.qsb")
}
}
// Animation for the transition progress
NumberAnimation {
id: transitionAnimation
@@ -576,6 +653,16 @@ Variants {
stripesAngle = Math.random() * 360;
setWallpaperWithTransition(futureWallpaper);
break;
case "pixelate":
pixelateMaxBlockSize = Math.round(Math.random() * 80 + 32);
setWallpaperWithTransition(futureWallpaper);
break;
case "honeycomb":
honeycombCellSize = Math.random() * 0.04 + 0.02;
honeycombCenterX = Math.random();
honeycombCenterY = Math.random();
setWallpaperWithTransition(futureWallpaper);
break;
default:
setWallpaperWithTransition(futureWallpaper);
break;
@@ -614,6 +701,14 @@ Variants {
stripesCount = Math.round(Math.random() * 20 + 4);
stripesAngle = Math.random() * 360;
break;
case "pixelate":
pixelateMaxBlockSize = 64.0;
break;
case "honeycomb":
honeycombCellSize = 0.04;
honeycombCenterX = 0.5;
honeycombCenterY = 0.5;
break;
}
// Defer the actual transition start so the compositor can map the window
+8
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@@ -210,6 +210,14 @@ Singleton {
"key": "wipe",
"name": I18n.tr("wallpaper.transitions.wipe")
});
transitionsModel.append({
"key": "pixelate",
"name": I18n.tr("wallpaper.transitions.pixelate")
});
transitionsModel.append({
"key": "honeycomb",
"name": I18n.tr("wallpaper.transitions.honeycomb")
});
}
// -------------------------------------------------------------------
+170
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@@ -0,0 +1,170 @@
// ===== wp_honeycomb.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source1;
layout(binding = 2) uniform sampler2D source2;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress;
float cellSize; // Size of hexagonal cells in UV space (default 0.04)
float centerX; // X coordinate of wave origin (0.0 to 1.0)
float centerY; // Y coordinate of wave origin (0.0 to 1.0)
float aspectRatio; // Width / Height of the screen
// Fill mode parameters
float fillMode; // 0=center, 1=crop, 2=fit, 3=stretch, 4=repeat
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
// Solid color mode
float isSolid1; // 1.0 if source1 is solid color, 0.0 otherwise
float isSolid2; // 1.0 if source2 is solid color, 0.0 otherwise
vec4 solidColor1; // Solid color for source1
vec4 solidColor2; // Solid color for source2
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imagePixel = (screenPixel - offset) / scale;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 3.5) {
// Mode 3: stretch - Use original UV (stretches to fit)
}
else {
// Mode 4: repeat (tile) - Tile image at original size
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
transformedUV = screenPixel / vec2(imgWidth, imgHeight);
}
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight, float isSolid, vec4 solidColor) {
if (isSolid > 0.5) {
return solidColor;
}
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
if (ubuf.fillMode > 3.5) {
return texture(tex, fract(transformedUV));
}
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
// Convert cartesian to axial hex coordinates and round to nearest hex center
vec2 hexRound(vec2 axial) {
// Convert axial (q,r) to cube (x,y,z) where x+y+z=0
float x = axial.x;
float z = axial.y;
float y = -x - z;
// Round each
float rx = round(x);
float ry = round(y);
float rz = round(z);
// Fix rounding errors by resetting the component with largest diff
float dx = abs(rx - x);
float dy = abs(ry - y);
float dz = abs(rz - z);
if (dx > dy && dx > dz) {
rx = -ry - rz;
} else if (dy > dz) {
ry = -rx - rz;
} else {
rz = -rx - ry;
}
return vec2(rx, rz);
}
void main() {
vec2 uv = qt_TexCoord0;
// Sample both textures at original UV
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1, ubuf.isSolid1, ubuf.solidColor1);
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2, ubuf.isSolid2, ubuf.solidColor2);
// Aspect-correct the UV for hex grid so cells appear as regular hexagons
vec2 aspectUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
// Convert to axial hex coordinates
// Hex grid: q axis along x, r axis at 60 degrees
float size = max(ubuf.cellSize, 0.01);
float q = (aspectUV.x * (2.0 / 3.0)) / size;
float r = ((-aspectUV.x / 3.0) + (sqrt(3.0) / 3.0) * aspectUV.y) / size;
// Round to nearest hex center
vec2 hex = hexRound(vec2(q, r));
// Convert hex center back to aspect-corrected UV space
vec2 hexCenter;
hexCenter.x = size * (3.0 / 2.0) * hex.x;
hexCenter.y = size * (sqrt(3.0) * (hex.y + 0.5 * hex.x));
// Calculate distance from this cell's center to the wave origin (aspect-corrected)
vec2 origin = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY);
float dist = distance(hexCenter, origin);
// Maximum distance from origin to any corner (for normalization)
float maxDistX = max(ubuf.centerX * ubuf.aspectRatio, (1.0 - ubuf.centerX) * ubuf.aspectRatio);
float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY);
float maxDist = length(vec2(maxDistX, maxDistY));
// Wave expansion (same approach as disc shader):
// Start radius behind the origin so the smoothstep zone is fully off-screen at progress=0
float softEdge = 0.15 * maxDist;
float totalDistance = maxDist + 2.0 * softEdge;
float radius = -softEdge + ubuf.progress * totalDistance;
// factor = 0 inside the wave (revealed), 1 outside (not yet reached)
float factor = smoothstep(radius - softEdge, radius + softEdge, dist);
float cellProgress = 1.0 - factor;
fragColor = mix(color1, color2, cellProgress) * ubuf.qt_Opacity;
}
+118
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@@ -0,0 +1,118 @@
// ===== wp_pixelate.frag =====
#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source1;
layout(binding = 2) uniform sampler2D source2;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress;
float maxBlockSize; // Maximum block size in pixels (default 64)
// Fill mode parameters
float fillMode; // 0=center, 1=crop, 2=fit, 3=stretch, 4=repeat
float imageWidth1; // Width of source1 image
float imageHeight1; // Height of source1 image
float imageWidth2; // Width of source2 image
float imageHeight2; // Height of source2 image
float screenWidth; // Screen width
float screenHeight; // Screen height
vec4 fillColor; // Fill color for empty areas (default: black)
// Solid color mode
float isSolid1; // 1.0 if source1 is solid color, 0.0 otherwise
float isSolid2; // 1.0 if source2 is solid color, 0.0 otherwise
vec4 solidColor1; // Solid color for source1
vec4 solidColor2; // Solid color for source2
} ubuf;
// Calculate UV coordinates based on fill mode
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
float imageAspect = imgWidth / imgHeight;
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
vec2 transformedUV = uv;
if (ubuf.fillMode < 0.5) {
// Mode 0: no (center) - No resize, center image at original size
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
vec2 imagePixel = screenPixel - imageOffset;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 1.5) {
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
}
else if (ubuf.fillMode < 2.5) {
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 imagePixel = (screenPixel - offset) / scale;
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
}
else if (ubuf.fillMode < 3.5) {
// Mode 3: stretch - Use original UV (stretches to fit)
}
else {
// Mode 4: repeat (tile) - Tile image at original size
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
transformedUV = screenPixel / vec2(imgWidth, imgHeight);
}
return transformedUV;
}
// Sample texture with fill mode and handle out-of-bounds
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight, float isSolid, vec4 solidColor) {
if (isSolid > 0.5) {
return solidColor;
}
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
if (ubuf.fillMode > 3.5) {
return texture(tex, fract(transformedUV));
}
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
return ubuf.fillColor;
}
return texture(tex, transformedUV);
}
void main() {
vec2 uv = qt_TexCoord0;
// Triangle wave: pixelation peaks at progress=0.5
float pixelIntensity = 1.0 - abs(2.0 * ubuf.progress - 1.0);
// Block size ramps from 1 pixel to maxBlockSize at peak, then back down
float blockSize = max(1.0, ubuf.maxBlockSize * pixelIntensity);
// Snap UV to block grid in pixel space
vec2 screenSize = vec2(ubuf.screenWidth, ubuf.screenHeight);
vec2 pixelCoord = uv * screenSize;
vec2 snappedPixel = floor(pixelCoord / blockSize) * blockSize + blockSize * 0.5;
vec2 snappedUV = snappedPixel / screenSize;
// Sample both textures at the snapped (pixelated) UV
vec4 color1 = sampleWithFillMode(source1, snappedUV, ubuf.imageWidth1, ubuf.imageHeight1, ubuf.isSolid1, ubuf.solidColor1);
vec4 color2 = sampleWithFillMode(source2, snappedUV, ubuf.imageWidth2, ubuf.imageHeight2, ubuf.isSolid2, ubuf.solidColor2);
// Crossfade concentrated around the peak pixelation (progress ~0.5)
float blend = smoothstep(0.4, 0.6, ubuf.progress);
fragColor = mix(color1, color2, blend) * ubuf.qt_Opacity;
}
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