Initial Commit

This commit is contained in:
kossLAN 2025-06-10 12:16:28 -04:00
parent 4b94f8f3a2
commit 46c46bcabb
Signed by: kossLAN
SSH key fingerprint: SHA256:bdV0x+wdQHGJ6LgmstH3KV8OpWY+OOFmJcPcB0wQPV8
6 changed files with 392 additions and 0 deletions

85
GlassSurface.qml Normal file
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import QtQuick
import Quickshell.Widgets
import Qt5Compat.GraphicalEffects
ClippingRectangle {
id: root
color: "transparent"
border.width: 1
border.color: Qt.rgba(1, 1, 1, 0.1)
property var source
property real time: 0.5
property real strength: 0.3
property real speed: 0.25
property real scale: 3.0
property real edgeReflectionStrength: 0.2
property real edgeReflectionWidth: 0
// Blur
ShaderEffectSource {
id: blurredBackground
anchors.fill: parent
sourceItem: root.source
sourceRect: Qt.rect(root.x, root.y, root.width, root.height)
hideSource: false
live: true
}
FastBlur {
id: backgroundBlur
anchors.fill: parent
source: blurredBackground
radius: 8
transparentBorder: true
}
// Liquid glass shader warp
ShaderEffect {
anchors.fill: parent
fragmentShader: "root:shaders/liquid-glass.frag.qsb"
property real time: root.time
property real flowSpeed: root.speed
property real warpStrength: root.strength
property real scale: root.scale
property real edgeReflectionStrength: root.edgeReflectionStrength
property real edgeReflectionWidth: root.edgeReflectionWidth
property variant source: ShaderEffectSource {
sourceItem: backgroundBlur
hideSource: false
live: true
}
}
// Subtle glass overlay
Rectangle {
anchors.fill: parent
color: "transparent"
Rectangle {
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
anchors.margins: 1
height: parent.height * 0.3
radius: parent.radius - 1
gradient: Gradient {
GradientStop {
position: 0.0
color: Qt.rgba(1, 1, 1, 0.08)
}
GradientStop {
position: 0.5
color: Qt.rgba(1, 1, 1, 0.0)
}
GradientStop {
position: 1.0
color: Qt.rgba(1, 1, 1, 0.0)
}
}
}
}
}

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shaders/liquid-glass.frag Normal file
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#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 time;
float warpStrength;
float flowSpeed;
float scale;
float edgeReflectionStrength;
float edgeReflectionWidth;
} ubuf;
layout(binding = 1) uniform sampler2D source;
// Smooth noise function for organic liquid movement
float noise(vec2 p) {
return sin(p.x * 1.5) * sin(p.y * 1.5);
}
// Fractal noise for more complex patterns
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for(int i = 0; i < 4; i++) {
value += amplitude * noise(p);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void main() {
vec2 uv = qt_TexCoord0;
// Create flowing liquid-like distortion
vec2 flowDir1 = vec2(
fbm(uv * ubuf.scale + ubuf.time * ubuf.flowSpeed),
fbm(uv * ubuf.scale + ubuf.time * ubuf.flowSpeed + 100.0)
);
vec2 flowDir2 = vec2(
fbm(uv * ubuf.scale * 0.7 - ubuf.time * ubuf.flowSpeed * 0.8 + 200.0),
fbm(uv * ubuf.scale * 0.7 - ubuf.time * ubuf.flowSpeed * 0.8 + 300.0)
);
// Combine flows for more organic movement
vec2 finalFlow = (flowDir1 + flowDir2 * 0.5) * ubuf.warpStrength * 0.01;
// Apply subtle chromatic aberration
float aberration = length(finalFlow) * 0.5;
vec2 distortedUV = uv + finalFlow;
// Sample with slight chromatic separation for main glass effect
float r = texture(source, distortedUV + vec2(aberration, 0.0)).r;
float g = texture(source, distortedUV).g;
float b = texture(source, distortedUV - vec2(aberration, 0.0)).b;
vec4 glassColor = vec4(r, g, b, 1.0);
// Simple edge reflection
float edgeWidth = ubuf.edgeReflectionWidth;
// Calculate distance from edges
float distFromLeft = uv.x;
float distFromRight = 1.0 - uv.x;
float distFromTop = uv.y;
float distFromBottom = 1.0 - uv.y;
// Find the minimum distance to any edge
float minDistToEdge = min(min(distFromLeft, distFromRight), min(distFromTop, distFromBottom));
// Create edge mask
float edgeMask = smoothstep(edgeWidth, 0.0, minDistToEdge);
if (edgeMask > 0.0) {
vec2 reflectionUV = distortedUV;
// Simple reflection logic
if (minDistToEdge == distFromLeft) {
// Left edge - flip horizontally
reflectionUV.x = 0.5 - distortedUV.x;
} else if (minDistToEdge == distFromRight) {
// Right edge - keep as is but sample from further right
reflectionUV.x = distortedUV.x + 0.1;
} else if (minDistToEdge == distFromTop) {
// Top edge - flip vertically
reflectionUV.y = 0.5 - distortedUV.y;
} else {
// Bottom edge - flip vertically
reflectionUV.y = 0.5 - distortedUV.y + 0.1;
}
// Clamp to valid range
reflectionUV = clamp(reflectionUV, 0.0, 1.0);
// Sample reflection with same chromatic aberration
float rRefl = texture(source, reflectionUV + vec2(aberration, 0.0)).r;
float gRefl = texture(source, reflectionUV).g;
float bRefl = texture(source, reflectionUV - vec2(aberration, 0.0)).b;
vec4 reflectionColor = vec4(rRefl, gRefl, bRefl, 1.0);
// Blend reflection with glass effect
glassColor = mix(glassColor, reflectionColor, edgeMask * ubuf.edgeReflectionStrength);
}
// Simple glass overlay enhancement
vec2 centeredUV = (uv - 0.5) * 2.0;
float fresnel = pow(1.0 - abs(dot(normalize(vec3(centeredUV, 1.0)), vec3(0.0, 0.0, 1.0))), 1.5);
// Add subtle white tint and fresnel
glassColor.rgb = mix(glassColor.rgb, vec3(1.0), 0.02 + fresnel * 0.03);
fragColor = glassColor * ubuf.qt_Opacity;
}

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shell.qml Normal file
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pragma ComponentBehavior: Bound
import QtQuick
import QtQuick.Layouts
import QtQuick.Controls
import Quickshell
ShellRoot {
FloatingWindow {
color: "grey"
implicitWidth: 840
implicitHeight: 845
maximumSize {
width: 840
height: 845
}
minimumSize {
width: 840
height: 845
}
ColumnLayout {
anchors {
centerIn: parent
}
Item {
Layout.preferredWidth: 600
Layout.preferredHeight: 600
Image {
id: backgroundContent
fillMode: Image.PreserveAspectCrop
source: "root:resources/scene.jpg"
anchors.fill: parent
}
GlassSurface {
source: backgroundContent
width: 400
height: 300
radius: 20
anchors.centerIn: parent
// parameters
time: timeSlider.value
speed: speedSlider.value
strength: warpSlider.value
scale: scaleSlider.value
edgeReflectionStrength: edgeReflectionSlider.value
edgeReflectionWidth: edgeWidthSlider.value
}
RowLayout {
spacing: 40
Repeater {
model: ["1", "2", "3"]
delegate: GlassSurface {
id: surface
required property var modelData
source: backgroundContent
width: 100
height: 100
radius: 40
time: timeSlider.value
speed: speedSlider.value
strength: warpSlider.value
scale: scaleSlider.value
edgeReflectionStrength: edgeReflectionSlider.value
edgeReflectionWidth: edgeWidthSlider.value
Text {
text: surface.modelData
color: Qt.rgba(1, 1, 1, 0.2)
font.bold: true
font.pointSize: 16
anchors.centerIn: parent
}
}
}
}
}
RowLayout {
Text {
text: "Time:"
}
Slider {
id: timeSlider
from: 0
to: Math.PI * 2
value: Math.PI
Layout.fillWidth: true
Layout.preferredHeight: 30
}
}
RowLayout {
Text {
text: "Warp Strength:"
}
Slider {
id: warpSlider
from: 0
to: 10
value: 3
Layout.fillWidth: true
Layout.preferredHeight: 30
}
}
RowLayout {
Text {
text: "Flow Speed:"
}
Slider {
id: speedSlider
from: 0
to: 1
value: 0.2
Layout.fillWidth: true
Layout.preferredHeight: 30
}
}
RowLayout {
Text {
text: "Edge Reflection:"
}
Slider {
id: edgeReflectionSlider
from: 0
to: 1
value: 0.3
Layout.fillWidth: true
Layout.preferredHeight: 30
}
}
RowLayout {
Text {
text: "Edge Width:"
}
Slider {
id: edgeWidthSlider
from: 0.01
to: 0.2
value: 0.1
Layout.fillWidth: true
Layout.preferredHeight: 30
}
}
RowLayout {
Text {
text: "Scale:"
}
Slider {
id: scaleSlider
from: 0.0
to: 20.0
value: 3.0
Layout.fillWidth: true
Layout.preferredHeight: 30
}
}
}
}
}