mirror of
https://github.com/kossLAN/dots.git
synced 2025-11-04 22:49:50 -05:00
Initial commit
remove syncthing folder bar/popops: fix menu window anims and positioning bar/popops: change anims a little and add dropshadow Update README.md widgets/coloredicon: move to colorization, looks worse but..., yea bar/popops: make popup window dissapear on menu close README: add todo list, and brief desc Update README.md Update README.md Update README.md bar/systray: issue recreate on interact bar/systray: hide popup on interact bar/systray: add arrow for entries with children bar/battery: start of battery widget wallpaper/matugen: add foot template extra sizing conditions for sys tray bar/systray: add some more margin to text update settings schema bar/workspaces: filter by monitor, switch to scriptmodel settings: fix settings lol bar/systray: fix right item feat: screenshot tool clipboard one day... feat: init lockscreen mpris: add ipc handler for multimedia keys mpris stuff save progress put shell in subdir, and add nix package move readme back woops bar/volume: make tool bar smaller greeter: init greeter greeter: fixed resource links readme: update checklist progress maybe, maybe not fix: fixed screenshot tool not working fix: bar layout issues progress save progress update track styled popup still broken but getting there still broken but getting there fix: gitignore qmlls.ini fix: remove qmlls.ini progress save new popup system new popup system new popup system more work on popups fix: mask issues on popups update readme
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commit
9e44812e93
102 changed files with 4592 additions and 0 deletions
25
shell/shaders/mask.frag
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shell/shaders/mask.frag
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#version 440
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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 source;
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layout(binding = 2) uniform sampler2D mask;
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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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};
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void main() {
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vec4 sourceColor = texture(source, qt_TexCoord0);
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vec4 maskColor = texture(mask, qt_TexCoord0);
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// Use the mask's luminance to determine opacity
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float maskValue = dot(maskColor.rgb, vec3(0.299, 0.587, 0.114));
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// Black areas of mask = transparent, white areas = opaque
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sourceColor.a *= (1.0 - maskValue) * qt_Opacity;
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fragColor = sourceColor;
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}
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shell/shaders/mask.frag.qsb
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shell/shaders/mask.frag.qsb
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shell/shaders/vertexgradient.frag
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shell/shaders/vertexgradient.frag
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#version 440
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layout(location = 0) in vec2 coord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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vec4 topLeftColor;
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vec4 topRightColor;
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vec4 bottomLeftColor;
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vec4 bottomRightColor;
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} ubuf;
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void main() {
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vec4 topColor = mix(ubuf.topLeftColor, ubuf.topRightColor, coord.x);
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vec4 bottomColor = mix(ubuf.bottomLeftColor, ubuf.bottomRightColor, coord.x);
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fragColor = mix(topColor, bottomColor, coord.y);
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}
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shell/shaders/vertexgradient.frag.qsb
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shell/shaders/vertexgradient.frag.qsb
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shell/shaders/vertexgradient.vert
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shell/shaders/vertexgradient.vert
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#version 440
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layout(location = 0) in vec4 qt_Vertex;
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layout(location = 1) in vec2 qt_MultiTexCoord0;
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layout(location = 0) out vec2 coord;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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vec4 topLeftColor;
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vec4 topRightColor;
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vec4 bottomLeftColor;
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vec4 bottomRightColor;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main() {
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coord = qt_MultiTexCoord0;
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gl_Position = ubuf.qt_Matrix * qt_Vertex;
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}
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shell/shaders/vertexgradient.vert.qsb
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shell/shaders/vertexgradient.vert.qsb
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shell/shaders/wallpapertransition.frag
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shell/shaders/wallpapertransition.frag
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#version 440
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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(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;
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vec2 aspectRatio;
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vec2 origin;
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};
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layout(binding = 1) uniform sampler2D fromImage;
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layout(binding = 2) uniform sampler2D toImage;
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void main() {
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vec2 uv = qt_TexCoord0;
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vec2 scaledUV = (uv - origin) * aspectRatio;
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float distance = length(scaledUV);
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vec2 maxVec = max(origin, vec2(1.0) - origin) * aspectRatio;
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float maxDistance = length(maxVec);
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float threshold = progress * maxDistance;
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if (distance < threshold) {
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fragColor = texture(toImage, uv) * qt_Opacity;
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} else {
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fragColor = texture(fromImage, uv) * qt_Opacity;
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}
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}
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