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GLSL

// ===== 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;
}