overview backdrop: full GPU shader with hex tiling, wave animation, spinners
This commit is contained in:
parent
531e913238
commit
3c196c48d8
3 changed files with 232 additions and 119 deletions
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@ -20,143 +20,143 @@ PanelWindow {
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anchors.right: true
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anchors.bottom: true
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// Solid dark background — base01 is darker than base00
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// Solid dark background
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Rectangle {
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anchors.fill: parent
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color: M.Theme.base01
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}
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// Hex grid with gradient-filled cells, no outlines
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Canvas {
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ShaderEffect {
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id: fx
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anchors.fill: parent
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fragmentShader: "hex_wave.frag.qsb"
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onPaint: {
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const ctx = getContext("2d");
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const w = width, h = height;
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ctx.clearRect(0, 0, w, h);
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// Uniforms
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property size uResolution: Qt.size(width, height)
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property real uSize: 50.0
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property real uWavePhase: -200
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property vector3d uC0: Qt.vector3d(M.Theme.base0C.r, M.Theme.base0C.g, M.Theme.base0C.b)
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property vector3d uC1: Qt.vector3d(M.Theme.base0E.r, M.Theme.base0E.g, M.Theme.base0E.b)
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property vector3d uC2: Qt.vector3d(M.Theme.base09.r, M.Theme.base09.g, M.Theme.base09.b)
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const size = 50;
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const dx = size * 1.5;
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const dy = size * Math.sqrt(3);
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// 12 spinner uniforms
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property vector4d uSpinners0: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners1: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners2: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners3: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners4: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners5: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners6: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners7: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners8: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners9: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners10: Qt.vector4d(0, 0, 0, 0)
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property vector4d uSpinners11: Qt.vector4d(0, 0, 0, 0)
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const c0 = M.Theme.base0C;
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const c1 = M.Theme.base0E;
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const c2 = M.Theme.base09;
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// Spinner angle properties (animated individually)
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property real _a0: 0
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property real _a1: 0
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property real _a2: 0
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property real _a3: 0
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property real _a4: 0
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property real _a5: 0
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property real _a6: 0
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property real _a7: 0
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property real _a8: 0
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property real _a9: 0
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property real _a10: 0
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property real _a11: 0
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for (let col = -1; col < w / dx + 2; col++) {
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for (let row = -1; row < h / dy + 2; row++) {
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const cx = col * dx;
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const cy = row * dy + (col % 2 ? dy / 2 : 0);
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// Spinner center coordinates (set once at startup)
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property var _centers: []
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// Position-based color interpolation across the screen
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const fx = Math.max(0, Math.min(1, cx / w));
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const fy = Math.max(0, Math.min(1, cy / h));
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// Pack angle into spinner vec4
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on_A0Changed: uSpinners0 = Qt.vector4d(_centers[0]?.x ?? 0, _centers[0]?.y ?? 0, _a0, 0)
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on_A1Changed: uSpinners1 = Qt.vector4d(_centers[1]?.x ?? 0, _centers[1]?.y ?? 0, _a1, 0)
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on_A2Changed: uSpinners2 = Qt.vector4d(_centers[2]?.x ?? 0, _centers[2]?.y ?? 0, _a2, 0)
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on_A3Changed: uSpinners3 = Qt.vector4d(_centers[3]?.x ?? 0, _centers[3]?.y ?? 0, _a3, 0)
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on_A4Changed: uSpinners4 = Qt.vector4d(_centers[4]?.x ?? 0, _centers[4]?.y ?? 0, _a4, 0)
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on_A5Changed: uSpinners5 = Qt.vector4d(_centers[5]?.x ?? 0, _centers[5]?.y ?? 0, _a5, 0)
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on_A6Changed: uSpinners6 = Qt.vector4d(_centers[6]?.x ?? 0, _centers[6]?.y ?? 0, _a6, 0)
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on_A7Changed: uSpinners7 = Qt.vector4d(_centers[7]?.x ?? 0, _centers[7]?.y ?? 0, _a7, 0)
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on_A8Changed: uSpinners8 = Qt.vector4d(_centers[8]?.x ?? 0, _centers[8]?.y ?? 0, _a8, 0)
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on_A9Changed: uSpinners9 = Qt.vector4d(_centers[9]?.x ?? 0, _centers[9]?.y ?? 0, _a9, 0)
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on_A10Changed: uSpinners10 = Qt.vector4d(_centers[10]?.x ?? 0, _centers[10]?.y ?? 0, _a10, 0)
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on_A11Changed: uSpinners11 = Qt.vector4d(_centers[11]?.x ?? 0, _centers[11]?.y ?? 0, _a11, 0)
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// Blend: left=base0C, center=base0E, right=base09, modulated by y
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const t = fx;
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const r = t < 0.5 ? c0.r + (c1.r - c0.r) * (t * 2) : c1.r + (c2.r - c1.r) * ((t - 0.5) * 2);
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const g = t < 0.5 ? c0.g + (c1.g - c0.g) * (t * 2) : c1.g + (c2.g - c1.g) * ((t - 0.5) * 2);
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const b = t < 0.5 ? c0.b + (c1.b - c0.b) * (t * 2) : c1.b + (c2.b - c1.b) * ((t - 0.5) * 2);
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// Opacity varies: brighter near edges, dimmer in center
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const distFromCenter = Math.sqrt(Math.pow(fx - 0.5, 2) + Math.pow(fy - 0.5, 2));
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const alpha = 0.03 + distFromCenter * 0.06;
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ctx.fillStyle = "rgba(" + Math.round(r * 255) + "," + Math.round(g * 255) + "," + Math.round(b * 255) + "," + alpha + ")";
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ctx.beginPath();
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for (let i = 0; i < 6; i++) {
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const angle = Math.PI / 3 * i - Math.PI / 6;
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const px = cx + size * 0.48 * Math.cos(angle);
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const py = cy + size * 0.48 * Math.sin(angle);
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if (i === 0)
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ctx.moveTo(px, py);
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else
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ctx.lineTo(px, py);
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}
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ctx.closePath();
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ctx.fill();
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}
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// Wave animation: 6s sweep + 8s pause
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SequentialAnimation on uWavePhase {
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loops: Animation.Infinite
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running: true
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NumberAnimation {
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from: -200
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to: fx.width + 200
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duration: 6000
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easing.type: Easing.InOutSine
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}
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PauseAnimation {
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duration: 8000
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}
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}
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}
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// Randomly spinning hexagons overlaid on the grid
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Repeater {
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model: 12
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// Initialize spinner centers
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Component.onCompleted: {
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const dx = uSize * 1.5;
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const dy = uSize * Math.sqrt(3);
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const used = {};
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const centers = [];
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for (let i = 0; i < 12; i++) {
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let col, row, key;
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do {
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col = Math.floor(Math.random() * (width / dx));
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row = Math.floor(Math.random() * (height / dy));
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key = col + "," + row;
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} while (used[key])
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used[key] = true;
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const cx = col * dx;
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const cy = row * dy + ((col % 2) ? dy / 2 : 0);
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centers.push({
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x: cx,
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y: cy
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});
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}
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_centers = centers;
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// Initialize all spinner vec4s with center coords
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for (let i = 0; i < 12; i++) {
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const prop = "uSpinners" + i;
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fx[prop] = Qt.vector4d(centers[i].x, centers[i].y, 0, 0);
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}
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}
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Item {
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id: spinHex
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required property int index
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readonly property real _size: 50
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readonly property real _dx: _size * 1.5
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readonly property real _dy: _size * Math.sqrt(3)
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// Pick a random grid position
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readonly property int _col: Math.floor(Math.random() * (root.width / _dx))
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readonly property int _row: Math.floor(Math.random() * (root.height / _dy))
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x: _col * _dx - _size * 0.48
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y: _row * _dy + (_col % 2 ? _dy / 2 : 0) - _size * 0.48
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width: _size
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height: _size
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// Color from position (matching the canvas gradient)
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readonly property real _fx: Math.max(0, Math.min(1, (_col * _dx) / root.width))
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readonly property color _c0: M.Theme.base0C
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readonly property color _c1: M.Theme.base0E
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readonly property color _c2: M.Theme.base09
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readonly property color _hexColor: Qt.rgba(_fx < 0.5 ? _c0.r + (_c1.r - _c0.r) * _fx * 2 : _c1.r + (_c2.r - _c1.r) * (_fx - 0.5) * 2, _fx < 0.5 ? _c0.g + (_c1.g - _c0.g) * _fx * 2 : _c1.g + (_c2.g - _c1.g) * (_fx - 0.5) * 2, _fx < 0.5 ? _c0.b + (_c1.b - _c0.b) * _fx * 2 : _c1.b + (_c2.b - _c1.b) * (_fx - 0.5) * 2, 1)
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readonly property real _distFromCenter: Math.sqrt(Math.pow(_fx - 0.5, 2) + Math.pow(Math.max(0, Math.min(1, (_row * _dy) / root.height)) - 0.5, 2))
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opacity: 0.03 + _distFromCenter * 0.06
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rotation: 0
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transformOrigin: Item.Center
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Canvas {
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anchors.fill: parent
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onPaint: {
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const ctx = getContext("2d");
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const s = spinHex._size;
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const cx = s / 2, cy = s / 2;
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ctx.clearRect(0, 0, s, s);
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ctx.fillStyle = spinHex._hexColor.toString();
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ctx.beginPath();
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for (let i = 0; i < 6; i++) {
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const angle = Math.PI / 3 * i - Math.PI / 6;
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const px = cx + s * 0.48 * Math.cos(angle);
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const py = cy + s * 0.48 * Math.sin(angle);
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if (i === 0)
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ctx.moveTo(px, py);
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else
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ctx.lineTo(px, py);
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// 12 independent spinner animations
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Repeater {
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model: 12
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Item {
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required property int index
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SequentialAnimation {
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loops: Animation.Infinite
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running: true
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PauseAnimation {
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id: _pause
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duration: 3000 + Math.random() * 12000
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}
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NumberAnimation {
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id: _spin
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target: fx
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property: "_a" + parent.index
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from: 0
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to: 2 * Math.PI
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duration: 1000 + Math.random() * 2000
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easing.type: Easing.InOutCubic
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}
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ScriptAction {
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script: {
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_pause.duration = 3000 + Math.random() * 12000;
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_spin.duration = 1000 + Math.random() * 2000;
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}
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}
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ctx.closePath();
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ctx.fill();
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}
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}
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Timer {
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interval: 3000 + Math.random() * 12000
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running: true
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repeat: true
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onTriggered: {
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interval = 3000 + Math.random() * 12000;
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spinAnim.duration = 1000 + Math.random() * 2000;
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spinAnim.start();
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}
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}
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RotationAnimation {
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id: spinAnim
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target: spinHex
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from: 0
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to: 360
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duration: 2000
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easing.type: Easing.InOutCubic
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}
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}
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}
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}
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104
modules/hex_wave.frag
Normal file
104
modules/hex_wave.frag
Normal file
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@ -0,0 +1,104 @@
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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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vec2 uResolution;
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float uSize;
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float uWavePhase;
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vec3 uC0;
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vec3 uC1;
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vec3 uC2;
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vec4 uSpinners0;
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vec4 uSpinners1;
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vec4 uSpinners2;
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vec4 uSpinners3;
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vec4 uSpinners4;
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vec4 uSpinners5;
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vec4 uSpinners6;
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vec4 uSpinners7;
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vec4 uSpinners8;
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vec4 uSpinners9;
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vec4 uSpinners10;
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vec4 uSpinners11;
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};
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float sdHexFlat(vec2 p, float r) {
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const vec3 k = vec3(0.5, 0.8660254, 0.5773503);
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p = abs(p);
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p -= 2.0 * min(dot(k.yx, p), 0.0) * k.yx;
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p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
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return length(p) * sign(p.y);
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}
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void main() {
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vec2 frag = qt_TexCoord0 * uResolution;
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float dx = uSize * 1.5;
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float dy = uSize * 1.7320508;
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float col = round(frag.x / dx);
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float yoff = mod(col, 2.0) != 0.0 ? dy * 0.5 : 0.0;
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float row = round((frag.y - yoff) / dy);
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vec2 center = vec2(col * dx, row * dy + yoff);
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// Wave factor
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float dist = center.x - uWavePhase;
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float wf = exp(-dist * dist / 9000.0);
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float baseR = uSize * 0.48;
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float inradius = baseR * (1.0 + 0.35 * wf);
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// Check spinners
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float spinAngle = 0.0;
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vec4 spinners[12] = vec4[12](
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uSpinners0, uSpinners1, uSpinners2, uSpinners3,
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uSpinners4, uSpinners5, uSpinners6, uSpinners7,
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uSpinners8, uSpinners9, uSpinners10, uSpinners11
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);
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for (int i = 0; i < 12; i++) {
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if (distance(center, spinners[i].xy) < 1.0) {
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spinAngle = spinners[i].z;
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break;
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}
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}
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vec2 p = frag - center;
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if (spinAngle != 0.0) {
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float ca = cos(spinAngle);
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float sa = sin(spinAngle);
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p = mat2(ca, -sa, sa, ca) * p;
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}
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float d = sdHexFlat(p, inradius);
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if (d > 0.0) {
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fragColor = vec4(0.0);
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return;
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}
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// Gradient color
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float fx = clamp(center.x / uResolution.x, 0.0, 1.0);
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vec3 rgb = fx < 0.5
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? mix(uC0, uC1, fx * 2.0)
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: mix(uC1, uC2, (fx - 0.5) * 2.0);
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// Alpha from distance to center
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float fy = clamp(center.y / uResolution.y, 0.0, 1.0);
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float dc = length(vec2(fx - 0.5, fy - 0.5));
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float a = 0.03 + dc * 0.06;
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// Wave brighten
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rgb = min(rgb + vec3(0.3 * wf), vec3(1.0));
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a += 0.12 * wf;
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// Anti-alias
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float aa = 1.0 - smoothstep(-1.0, 0.0, d);
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a *= aa;
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fragColor = vec4(rgb * a, a) * qt_Opacity;
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}
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@ -3,6 +3,7 @@
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stdenvNoCC,
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makeWrapper,
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quickshell,
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qt6,
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}:
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stdenvNoCC.mkDerivation {
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pname = "nova-shell";
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@ -10,7 +11,10 @@ stdenvNoCC.mkDerivation {
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src = lib.cleanSource ../.;
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nativeBuildInputs = [ makeWrapper ];
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nativeBuildInputs = [
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makeWrapper
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qt6.qtshadertools
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];
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dontBuild = true;
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@ -20,6 +24,11 @@ stdenvNoCC.mkDerivation {
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mkdir -p $out/share/nova-shell
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cp -r shell.qml modules $out/share/nova-shell/
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# Compile fragment shader to Qt RHI format
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qsb --qt6 \
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-o $out/share/nova-shell/modules/hex_wave.frag.qsb \
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modules/hex_wave.frag
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mkdir -p $out/bin
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makeWrapper ${lib.getExe quickshell} $out/bin/nova-shell \
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--add-flags "-p $out/share/nova-shell/shell.qml"
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