dots/shell/shaders/wallpapertransition.frag
kossLAN 9e44812e93
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
2025-08-21 18:52:22 -04:00

33 lines
793 B
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float progress;
vec2 aspectRatio;
vec2 origin;
};
layout(binding = 1) uniform sampler2D fromImage;
layout(binding = 2) uniform sampler2D toImage;
void main() {
vec2 uv = qt_TexCoord0;
vec2 scaledUV = (uv - origin) * aspectRatio;
float distance = length(scaledUV);
vec2 maxVec = max(origin, vec2(1.0) - origin) * aspectRatio;
float maxDistance = length(maxVec);
float threshold = progress * maxDistance;
if (distance < threshold) {
fragColor = texture(toImage, uv) * qt_Opacity;
} else {
fragColor = texture(fromImage, uv) * qt_Opacity;
}
}