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z-bar-qt/Plugins/ZShell/Internal/shaders/wallpaper_trans_linear_blur.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

59 lines
1.6 KiB
GLSL

// Linear blur crossfade, from gl-transitions.com
// Author: gre (MIT)
// Description: a crossfade that passes through a directional blur.
//
// Ported to ZShell's GLSL ABI (see wallpaper_trans_bowtie.frag): the version
// header is prepended by WallpaperService::shaderSource, the fullscreen
// triangle comes from wallpaper.vert, and getFromColor/getToColor apply the
// crop + flip convention. `uv` is bottom-left origin per gl-transitions.
//
// Optional gl-transitions params are fixed here: intensity = 0.1.
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 intensity = 0.1;
const int passes = 6;
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) {
vec4 c1 = vec4(0.0);
vec4 c2 = vec4(0.0);
float disp = intensity * (0.5 - distance(0.5, progress));
for (int xi = 0; xi < passes; xi++) {
float x = float(xi) / float(passes) - 0.5;
for (int yi = 0; yi < passes; yi++) {
float y = float(yi) / float(passes) - 0.5;
vec2 v = vec2(x, y);
c1 += getFromColor(uv + disp * v);
c2 += getToColor(uv + disp * v);
}
}
c1 /= float(passes * passes);
c2 /= float(passes * passes);
return mix(c1, c2, progress);
}
void main() {
vec2 uv = gl_FragCoord.xy / size;
outColor = transition(uv);
}