mirror of
https://github.com/zoriya/noctalia-shell.git
synced 2025-12-06 06:36:15 +00:00
Wallpaper: shaders improvements with more parameters and new Stripes shader
This commit is contained in:
@@ -170,6 +170,7 @@ Singleton {
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property int randomIntervalSec: 300 // 5 min
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property int transitionDuration: 1500 // 1500 ms
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property string transitionType: "random"
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property real transitionEdgeSmoothness: 0.05
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property list<var> monitors: []
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}
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@@ -21,17 +21,20 @@ Variants {
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property bool firstWallpaper: true
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property string transitionType: 'fade'
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property bool transitioning: false
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property real transitionProgress: 0.0
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property real transitionProgress: 0
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property real edgeSmoothness: Settings.data.wallpaper.transitionEdgeSmoothness
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readonly property var allTransitions: WallpaperService.allTransitions
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// Wipe direction: 0=left, 1=right, 2=up, 3=down
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property real wipeDirection: 0
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property real wipeSmoothness: 0.05
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// Disc
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property real discCenterX: 0.5
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property real discCenterY: 0.5
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property real discSmoothness: 0.05
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// Stripe
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property real stripesCount: 16
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property real stripesAngle: 0
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// External state management
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property string servicedWallpaper: WallpaperService.getWallpaper(modelData.name)
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@@ -58,7 +61,8 @@ Variants {
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transitionType = 'fade'
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}
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//Logger.log("Background", "Using transition:", transitionType)
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Logger.log("Background", "New wallpaper: ", servicedWallpaper, "On:", modelData.name, "Transition:", transitionType)
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switch (transitionType) {
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case "none":
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setWallpaperImmediate(servicedWallpaper)
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@@ -84,6 +88,11 @@ Variants {
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discCenterY = Math.random()
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setWallpaperWithTransition(servicedWallpaper)
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break
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case "stripes":
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stripesCount = Math.round(Math.random() * 24 + 2)
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stripesAngle = Math.random() * 360
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setWallpaperWithTransition(servicedWallpaper)
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break
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default:
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setWallpaperWithTransition(servicedWallpaper)
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break
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@@ -134,7 +143,7 @@ Variants {
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real fade: transitionProgress
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property real progress: root.transitionProgress
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_fade.frag.qsb")
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}
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@@ -146,9 +155,10 @@ Variants {
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: transitionProgress
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property real direction: wipeDirection
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property real smoothness: wipeSmoothness
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real direction: root.wipeDirection
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_wipe.frag.qsb")
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}
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@@ -160,14 +170,32 @@ Variants {
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: transitionProgress
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property real centerX: discCenterX
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property real centerY: discCenterY
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property real smoothness: discSmoothness
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property real aspectRatio: width / height
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real aspectRatio: root.width / root.height
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property real centerX: root.discCenterX
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property real centerY: root.discCenterY
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_disc.frag.qsb")
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}
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// Diagonal stripes transition shader
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ShaderEffect {
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id: stripesShader
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anchors.fill: parent
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visible: transitionType === 'stripes'
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real aspectRatio: root.width / root.height
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property real stripeCount: root.stripesCount
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property real angle: root.stripesAngle
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_stripes.frag.qsb")
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}
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// Animation for the transition progress
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NumberAnimation {
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id: transitionAnimation
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@@ -176,7 +204,7 @@ Variants {
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from: 0.0
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to: 1.0
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duration: Settings.data.wallpaper.transitionDuration ?? 1000
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easing.type: transitionType.startsWith('wipe_') ? Easing.InOutCubic : Easing.OutQuad
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easing.type: Easing.InOutCubic //transitionType.startsWith('wipe_') ? Easing.InOutCubic : Easing.OutQuad
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onFinished: {
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// Swap images after transition completes
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currentWallpaper.source = nextWallpaper.source
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@@ -88,47 +88,14 @@ ColumnLayout {
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// Random Wallpaper
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NToggle {
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label: "Random Wallpaper"
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description: "Automatically select random wallpapers from the folder."
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description: "Schedule random wallpaper changes at regular intervals."
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checked: Settings.data.wallpaper.randomEnabled
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onToggled: checked => Settings.data.wallpaper.randomEnabled = checked
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}
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// Transition Type
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NComboBox {
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label: "Transition Type"
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description: "Animation type when switching between wallpapers."
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model: WallpaperService.transitionsModel
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currentKey: Settings.data.wallpaper.transitionType
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onSelected: key => Settings.data.wallpaper.transitionType = key
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}
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// Transition Duration
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ColumnLayout {
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NLabel {
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label: "Transition Duration"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 100
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to: 5000
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stepSize: 100
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value: Settings.data.wallpaper.transitionDuration
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onMoved: Settings.data.wallpaper.transitionDuration = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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// Interval (slider + H:M inputs)
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// Interval
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ColumnLayout {
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visible: Settings.data.wallpaper.randomEnabled
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RowLayout {
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NLabel {
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label: "Wallpaper Interval"
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@@ -224,6 +191,66 @@ ColumnLayout {
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}
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}
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}
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// Transition Type
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NComboBox {
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label: "Transition Type"
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description: "Animation type when switching between wallpapers."
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model: WallpaperService.transitionsModel
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currentKey: Settings.data.wallpaper.transitionType
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onSelected: key => Settings.data.wallpaper.transitionType = key
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}
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// Transition Duration
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ColumnLayout {
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NLabel {
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label: "Transition Duration"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 100
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to: 5000
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stepSize: 100
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value: Settings.data.wallpaper.transitionDuration
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onMoved: Settings.data.wallpaper.transitionDuration = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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// Edge Smoothness
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ColumnLayout {
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NLabel {
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label: "Transition Edge Smoothness"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 0.0
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to: 1.0
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value: Settings.data.wallpaper.transitionEdgeSmoothness
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onMoved: Settings.data.wallpaper.transitionEdgeSmoothness = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: Math.round(Settings.data.wallpaper.transitionEdgeSmoothness * 100) + "%"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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}
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// Reusable component for interval preset chips
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@@ -31,6 +31,10 @@ Singleton {
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key: "disc"
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name: "Disc"
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}
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ListElement {
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key: "stripes"
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name: "Stripes"
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}
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ListElement {
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key: "wipe_left"
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name: "Wipe Left"
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@@ -149,7 +153,7 @@ Singleton {
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return
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}
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Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
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//Logger.log("Wallpaper", "setWallpaper on", screenName, ": ", path)
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var wallpaperChanged = false
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@@ -1,3 +1,4 @@
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// ===== wp_disc.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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@@ -12,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
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float progress; // Transition progress (0.0 to 1.0)
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float centerX; // X coordinate of disc center (0.0 to 1.0)
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float centerY; // Y coordinate of disc center (0.0 to 1.0)
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float smoothness; // Edge smoothness (0.01 to 0.5, default 0.05)
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float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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float aspectRatio; // Width / Height of the screen
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} ubuf;
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@@ -21,6 +22,10 @@ void main() {
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vec4 color1 = texture(source1, uv); // Current (old) wallpaper
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vec4 color2 = texture(source2, uv); // Next (new) wallpaper
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// Map smoothness from 0.0-1.0 to 0.001-0.5 range
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// Using a non-linear mapping for better control
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float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
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// Adjust UV coordinates to compensate for aspect ratio
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// This makes distances circular instead of elliptical
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vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
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@@ -39,7 +44,7 @@ void main() {
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// Scale progress to cover the maximum distance
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// Add extra range for smoothness to ensure complete coverage
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// Adjust smoothness for aspect ratio to maintain consistent visual appearance
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float adjustedSmoothness = ubuf.smoothness * max(1.0, ubuf.aspectRatio);
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float adjustedSmoothness = mappedSmoothness * max(1.0, ubuf.aspectRatio);
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float radius = ubuf.progress * (maxDist + adjustedSmoothness);
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// Use smoothstep for a smooth edge transition
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@@ -49,4 +54,4 @@ void main() {
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fragColor = mix(color2, color1, factor);
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fragColor *= ubuf.qt_Opacity;
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}
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}
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@@ -7,16 +7,13 @@ layout(binding = 2) uniform sampler2D source2;
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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 fade;
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float progress;
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};
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void main() {
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vec4 color1 = texture(source1, qt_TexCoord0);
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vec4 color2 = texture(source2, qt_TexCoord0);
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// Smooth cross-fade using smoothstep for better visual quality
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float smoothFade = smoothstep(0.0, 1.0, fade);
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// Mix the two textures based on fade value
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fragColor = mix(color1, color2, smoothFade) * qt_Opacity;
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// Mix the two textures based on progress value
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fragColor = mix(color1, color2, progress) * qt_Opacity;
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}
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126
Shaders/frag/wp_stripes.frag
Normal file
126
Shaders/frag/wp_stripes.frag
Normal file
@@ -0,0 +1,126 @@
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// ===== wp_stripes.frag =====
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#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(binding = 1) uniform sampler2D source1; // Current wallpaper
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layout(binding = 2) uniform sampler2D source2; // Next wallpaper
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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 progress; // Transition progress (0.0 to 1.0)
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float stripeCount; // Number of stripes (default 12.0)
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float angle; // Angle of stripes in degrees (default 30.0)
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float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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float aspectRatio; // Width / Height of the screen
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} ubuf;
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 color1 = texture(source1, uv); // Current (old) wallpaper
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vec4 color2 = texture(source2, uv); // Next (new) wallpaper
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// Map smoothness from 0.0-1.0 to 0.001-0.1 range
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// Using a non-linear mapping for better control at low values
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float mappedSmoothness = mix(0.001, 0.1, ubuf.smoothness * ubuf.smoothness);
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// Use values directly without forcing defaults
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float stripes = (ubuf.stripeCount > 0.0) ? ubuf.stripeCount : 12.0;
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float angleRad = radians(ubuf.angle);
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float edgeSmooth = mappedSmoothness;
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// Create a coordinate system for stripes based on angle
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// At 0°: vertical stripes (divide by x)
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// At 45°: diagonal stripes
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// At 90°: horizontal stripes (divide by y)
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// Transform coordinates based on angle
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float cosA = cos(angleRad);
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float sinA = sin(angleRad);
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// Project the UV position onto the stripe direction
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// This gives us the position along the stripe direction
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float stripeCoord = uv.x * cosA + uv.y * sinA;
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// Perpendicular coordinate (for edge movement)
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float perpCoord = -uv.x * sinA + uv.y * cosA;
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// Calculate the range of perpCoord based on angle
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// This determines how far edges need to travel to fully cover the screen
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float minPerp = min(min(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
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min(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
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float maxPerp = max(max(0.0 * -sinA + 0.0 * cosA, 1.0 * -sinA + 0.0 * cosA),
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max(0.0 * -sinA + 1.0 * cosA, 1.0 * -sinA + 1.0 * cosA));
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// Determine which stripe we're in
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float stripePos = stripeCoord * stripes;
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int stripeIndex = int(floor(stripePos));
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// Determine if this is an odd or even stripe
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bool isOddStripe = (stripeIndex % 2) == 1;
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// Calculate the progress for this specific stripe with wave delay
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// Use absolute stripe position for consistent delay across all stripes
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float normalizedStripePos = clamp(stripePos / stripes, 0.0, 1.0);
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// Reduced delay factor and better scaling to match other shaders' timing
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float maxDelay = 0.15; // Maximum delay for the last stripe
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float stripeDelay = normalizedStripePos * maxDelay;
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// Ensure all stripes complete when progress reaches 1.0
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// without making the overall animation appear faster
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float stripeProgress = clamp((ubuf.progress - stripeDelay) / (1.0 - maxDelay), 0.0, 1.0);
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// Apply smooth easing
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stripeProgress = smoothstep(0.0, 1.0, stripeProgress);
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// Use the perpendicular coordinate for edge comparison
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float yPos = perpCoord;
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// Calculate edge position for this stripe
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// Use the actual perpendicular coordinate range for this angle
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float perpRange = maxPerp - minPerp;
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float margin = edgeSmooth * 2.0; // Simplified margin calculation
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float edgePosition;
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if (isOddStripe) {
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// Odd stripes: edge moves from max to min
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edgePosition = maxPerp + margin - stripeProgress * (perpRange + margin * 2.0);
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} else {
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// Even stripes: edge moves from min to max
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edgePosition = minPerp - margin + stripeProgress * (perpRange + margin * 2.0);
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}
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// Determine which wallpaper to show based on rotated position
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float mask;
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if (isOddStripe) {
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// Odd stripes reveal new wallpaper from bottom
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mask = smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
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} else {
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// Even stripes reveal new wallpaper from top
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mask = 1.0 - smoothstep(edgePosition - edgeSmooth, edgePosition + edgeSmooth, yPos);
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}
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// Mix the wallpapers
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fragColor = mix(color1, color2, mask);
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// Force exact values at start and end to prevent any bleed-through
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if (ubuf.progress <= 0.0) {
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fragColor = color1; // Only show old wallpaper at start
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} else if (ubuf.progress >= 1.0) {
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fragColor = color2; // Only show new wallpaper at end
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} else {
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// Add manga-style edge shadow only during transition
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float edgeDist = abs(yPos - edgePosition);
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float shadowStrength = 1.0 - smoothstep(0.0, edgeSmooth * 2.5, edgeDist);
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shadowStrength *= 0.2 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
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fragColor.rgb *= (1.0 - shadowStrength);
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// Add slight vignette during transition for dramatic effect
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float vignette = 1.0 - ubuf.progress * 0.1 * (1.0 - abs(stripeProgress - 0.5) * 2.0);
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fragColor.rgb *= vignette;
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}
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fragColor *= ubuf.qt_Opacity;
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}
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@@ -1,3 +1,5 @@
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// ===== wp_wipe.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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@@ -11,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
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float qt_Opacity;
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float progress; // Transition progress (0.0 to 1.0)
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float direction; // 0=left, 1=right, 2=up, 3=down
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float smoothness; // Edge smoothness (0.01 to 0.5, default 0.05)
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float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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} ubuf;
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||||
|
||||
void main() {
|
||||
@@ -19,37 +21,41 @@ void main() {
|
||||
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
||||
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
|
||||
|
||||
// Map smoothness from 0.0-1.0 to 0.001-0.5 range
|
||||
// Using a non-linear mapping for better control
|
||||
float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
|
||||
|
||||
float edge = 0.0;
|
||||
float factor = 0.0;
|
||||
|
||||
// Extend the progress range to account for smoothness
|
||||
// This ensures the transition completes fully at the edges
|
||||
float extendedProgress = ubuf.progress * (1.0 + 2.0 * ubuf.smoothness) - ubuf.smoothness;
|
||||
float extendedProgress = ubuf.progress * (1.0 + 2.0 * mappedSmoothness) - mappedSmoothness;
|
||||
|
||||
// Calculate edge position based on direction
|
||||
// As progress goes from 0 to 1, we reveal source2 (new wallpaper)
|
||||
if (ubuf.direction < 0.5) {
|
||||
// Wipe from right to left (new image enters from right)
|
||||
edge = 1.0 - extendedProgress;
|
||||
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.x);
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
|
||||
fragColor = mix(color1, color2, factor);
|
||||
}
|
||||
else if (ubuf.direction < 1.5) {
|
||||
// Wipe from left to right (new image enters from left)
|
||||
edge = extendedProgress;
|
||||
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.x);
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.x);
|
||||
fragColor = mix(color2, color1, factor);
|
||||
}
|
||||
else if (ubuf.direction < 2.5) {
|
||||
// Wipe from bottom to top (new image enters from bottom)
|
||||
edge = 1.0 - extendedProgress;
|
||||
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.y);
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
|
||||
fragColor = mix(color1, color2, factor);
|
||||
}
|
||||
else {
|
||||
// Wipe from top to bottom (new image enters from top)
|
||||
edge = extendedProgress;
|
||||
factor = smoothstep(edge - ubuf.smoothness, edge + ubuf.smoothness, uv.y);
|
||||
factor = smoothstep(edge - mappedSmoothness, edge + mappedSmoothness, uv.y);
|
||||
fragColor = mix(color2, color1, factor);
|
||||
}
|
||||
|
||||
|
||||
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BIN
Shaders/qsb/wp_stripes.frag.qsb
Normal file
BIN
Shaders/qsb/wp_stripes.frag.qsb
Normal file
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Reference in New Issue
Block a user