feat: add wallpaper transitions, store crop in database per-wallpaper, move CUDA context creation to async thread
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This commit is contained in:
2026-10-26 14:47:47 +01:00
parent dc0f222ace
commit e655ec5bc7
26 changed files with 2338 additions and 210 deletions
@@ -0,0 +1,42 @@
// Window slices wipe, from gl-transitions.com
// Author: gre (MIT)
// Description: the incoming image appears through vertical slices that widen.
//
// Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag).
// Optional gl-transitions params are fixed here: count = 10.0,
// smoothness = 0.5.
uniform sampler2D from;
uniform sampler2D to;
uniform vec2 size;
uniform vec4 fromCrop;
uniform vec4 toCrop;
uniform float progress;
uniform float fromFlip;
uniform float toFlip;
out vec4 outColor;
const float count = 10.0;
const float smoothness = 0.5;
vec4 getFromColor(vec2 uv) {
vec2 s = vec2(uv.x, fromFlip > 0.5 ? 1.0 - uv.y : uv.y);
return texture(from, fromCrop.xy + s * fromCrop.zw);
}
vec4 getToColor(vec2 uv) {
vec2 s = vec2(uv.x, toFlip > 0.5 ? 1.0 - uv.y : uv.y);
return texture(to, toCrop.xy + s * toCrop.zw);
}
vec4 transition(vec2 uv) {
float pr = smoothstep(-smoothness, 0.0, uv.x - progress * (1.0 + smoothness));
float s = step(pr, fract(count * uv.x));
return mix(getFromColor(uv), getToColor(uv), s);
}
void main() {
vec2 uv = gl_FragCoord.xy / size;
outColor = transition(uv);
}