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https://github.com/noctalia-dev/noctalia-shell.git
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120 lines
4.8 KiB
GLSL
120 lines
4.8 KiB
GLSL
// ===== wp_pixelate.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1;
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layout(binding = 2) uniform sampler2D source2;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress;
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float maxBlockSize; // Maximum block size in pixels (default 64)
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// Fill mode parameters
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float fillMode; // 0=center, 1=crop, 2=fit, 3=stretch, 4=repeat
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float imageWidth1; // Width of source1 image
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float imageHeight1; // Height of source1 image
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float imageWidth2; // Width of source2 image
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float imageHeight2; // Height of source2 image
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float screenWidth; // Screen width
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float screenHeight; // Screen height
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vec4 fillColor; // Fill color for empty areas (default: black)
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// Solid color mode
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float isSolid1; // 1.0 if source1 is solid color, 0.0 otherwise
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float isSolid2; // 1.0 if source2 is solid color, 0.0 otherwise
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vec4 solidColor1; // Solid color for source1
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vec4 solidColor2; // Solid color for source2
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} ubuf;
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// Calculate UV coordinates based on fill mode
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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float imageAspect = imgWidth / imgHeight;
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float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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// Mode 0: no (center) - No resize, center image at original size
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 1.5) {
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// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 2.5) {
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// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 3.5) {
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// Mode 3: stretch - Use original UV (stretches to fit)
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}
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else {
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// Mode 4: repeat (tile) - Tile image at original size
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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transformedUV = screenPixel / vec2(imgWidth, imgHeight);
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}
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return transformedUV;
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}
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// Sample texture with fill mode and handle out-of-bounds
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight, float isSolid, vec4 solidColor) {
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if (isSolid > 0.5) {
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return solidColor;
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}
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vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
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if (ubuf.fillMode > 3.5) {
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return texture(tex, fract(transformedUV));
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}
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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transformedUV.y < 0.0 || transformedUV.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, transformedUV);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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// Triangle wave: pixelation peaks at progress=0.5
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float pixelIntensity = 1.0 - abs(2.0 * ubuf.progress - 1.0);
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// Compute the sampling UV — snap to block grid when pixelating, pass through otherwise
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vec2 sampleUV = uv;
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if (pixelIntensity > 0.001) {
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float blockSize = ubuf.maxBlockSize * pixelIntensity;
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vec2 screenSize = vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 pixelCoord = uv * screenSize;
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vec2 snappedPixel = floor(pixelCoord / blockSize) * blockSize + blockSize * 0.5;
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sampleUV = snappedPixel / screenSize;
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}
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// Sample both textures at the (possibly snapped) UV
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vec4 color1 = sampleWithFillMode(source1, sampleUV, ubuf.imageWidth1, ubuf.imageHeight1, ubuf.isSolid1, ubuf.solidColor1);
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vec4 color2 = sampleWithFillMode(source2, sampleUV, ubuf.imageWidth2, ubuf.imageHeight2, ubuf.isSolid2, ubuf.solidColor2);
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// Crossfade concentrated around the peak pixelation (progress ~0.5)
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float blend = smoothstep(0.4, 0.6, ubuf.progress);
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fragColor = mix(color1, color2, blend) * ubuf.qt_Opacity;
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}
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