// Fade (crossfade) transition, from gl-transitions.com. // // Ported to ZShell's own GLSL ABI (same contract as wallpaper_trans_bowtie.frag): // version/precision header is prepended by WallpaperService::shaderSource, the // fullscreen triangle comes from shaders/wallpaper.vert, and getFromColor / // getToColor sample with the crop + per-layer flip convention. // // uniforms: samplers `from`/`to`, vec2 size, vec4 fromCrop, vec4 toCrop, // float fromFlip, float toFlip, float progress (0..1). uniform sampler2D from; uniform sampler2D to; uniform vec2 size; uniform vec4 fromCrop; uniform vec4 toCrop; uniform float fromFlip; uniform float toFlip; uniform float progress; out vec4 outColor; 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) { return mix(getFromColor(uv), getToColor(uv), progress); } void main() { vec2 uv = gl_FragCoord.xy / size; outColor = transition(uv); }