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z-bar-qt/Plugins/ZShell/Internal/shaders/wallpaper_trans_fade.frag
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feat: add wallpaper transitions, store crop in database per-wallpaper, move CUDA context creation to async thread
2026-10-26 14:47:47 +01:00

40 lines
1.1 KiB
GLSL

// 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);
}