mirror of
https://github.com/noctalia-dev/noctalia-shell.git
synced 2026-05-11 17:08:27 +08:00
123 lines
3.7 KiB
GLSL
123 lines
3.7 KiB
GLSL
#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(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float time;
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float itemWidth;
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float itemHeight;
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vec4 bgColor;
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float cornerRadius;
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float alternative;
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} ubuf;
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// Signed distance function for rounded rectangle
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float roundedBoxSDF(vec2 center, vec2 size, float radius) {
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vec2 q = abs(center) - size + radius;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
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}
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float hash(vec2 p) {
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p = fract(p * vec2(234.34, 435.345));
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p += dot(p, p + 34.23);
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return fract(p.x * p.y);
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}
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// Perlin-like noise
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f); // Smooth interpolation
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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// Turbulent noise for natural fog
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float turbulence(vec2 p, float iTime) {
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float t = 0.0;
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float scale = 1.0;
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for(int i = 0; i < 5; i++) {
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t += abs(noise(p * scale + iTime * 0.1 * scale)) / scale;
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scale *= 2.0;
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}
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return t;
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 col = vec4(ubuf.bgColor.rgb, 1.0);
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// Different parameters for fog vs clouds
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float timeSpeed, layerScale1, layerScale2, layerScale3;
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float flowSpeed1, flowSpeed2;
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float densityMin, densityMax;
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float baseOpacity;
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float pulseAmount;
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if (ubuf.alternative > 0.5) {
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// Fog: slower, larger scale, more uniform
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timeSpeed = 0.03;
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layerScale1 = 1.0;
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layerScale2 = 2.5;
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layerScale3 = 2.0;
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flowSpeed1 = 0.00;
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flowSpeed2 = 0.02;
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densityMin = 0.1;
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densityMax = 0.9;
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baseOpacity = 0.75;
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pulseAmount = 0.05;
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} else {
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// Clouds: faster, smaller scale, puffier
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timeSpeed = 0.08;
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layerScale1 = 2.0;
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layerScale2 = 4.0;
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layerScale3 = 6.0;
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flowSpeed1 = 0.03;
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flowSpeed2 = 0.04;
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densityMin = 0.35;
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densityMax = 0.75;
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baseOpacity = 0.4;
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pulseAmount = 0.15;
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}
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float iTime = ubuf.time * timeSpeed;
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// Create flowing patterns with multiple layers
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vec2 flow1 = vec2(iTime * flowSpeed1, iTime * flowSpeed1 * 0.7);
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vec2 flow2 = vec2(-iTime * flowSpeed2, iTime * flowSpeed2 * 0.8);
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float fog1 = noise(uv * layerScale1 + flow1);
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float fog2 = noise(uv * layerScale2 + flow2);
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float fog3 = turbulence(uv * layerScale3, iTime);
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float fogPattern = fog1 * 0.5 + fog2 * 0.3 + fog3 * 0.2;
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float fogDensity = smoothstep(densityMin, densityMax, fogPattern);
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// Gentle pulsing
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float pulse = sin(iTime * 0.4) * pulseAmount + (1.0 - pulseAmount);
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fogDensity *= pulse;
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vec3 hazeColor = vec3(0.88, 0.90, 0.93);
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float hazeOpacity = fogDensity * baseOpacity;
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vec3 fogContribution = hazeColor * hazeOpacity;
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float fogAlpha = hazeOpacity;
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vec3 resultRGB = fogContribution + col.rgb * (1.0 - fogAlpha);
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float resultAlpha = fogAlpha + col.a * (1.0 - fogAlpha);
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// Calculate corner mask
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vec2 pixelPos = qt_TexCoord0 * vec2(ubuf.itemWidth, ubuf.itemHeight);
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vec2 center = pixelPos - vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
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vec2 halfSize = vec2(ubuf.itemWidth, ubuf.itemHeight) * 0.5;
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float dist = roundedBoxSDF(center, halfSize, ubuf.cornerRadius);
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float cornerMask = 1.0 - smoothstep(-1.0, 0.0, dist);
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// Apply global opacity and corner mask
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float finalAlpha = resultAlpha * ubuf.qt_Opacity * cornerMask;
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fragColor = vec4(resultRGB * (finalAlpha / max(resultAlpha, 0.001)), finalAlpha);
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} |