feat(overview-backdrop): softer wave, breathing pulse, random glitches
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862169aba0
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2 changed files with 101 additions and 14 deletions
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@ -32,6 +32,9 @@ PanelWindow {
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property real uSize: 50.0
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property real uSize: 50.0
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property real uWavePhase: -200
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property real uWavePhase: -200
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property real uBreath: 0
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property real uGlitch: 0
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property real uGlitchSeed: 0.0
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property vector4d uResolution: Qt.vector4d(width, height, 0, 0)
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property vector4d uResolution: Qt.vector4d(width, height, 0, 0)
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property color uC0: M.Theme.base0C
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property color uC0: M.Theme.base0C
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property color uC1: M.Theme.base0E
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property color uC1: M.Theme.base0E
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@ -40,8 +43,10 @@ PanelWindow {
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Connections {
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Connections {
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target: M.NiriIpc
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target: M.NiriIpc
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function onOverviewOpenChanged() {
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function onOverviewOpenChanged() {
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if (!M.NiriIpc.overviewOpen)
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if (!M.NiriIpc.overviewOpen) {
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fx.uWavePhase = -200;
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fx.uWavePhase = -200;
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fx.uBreath = 0;
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}
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}
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}
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}
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}
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@ -59,5 +64,66 @@ PanelWindow {
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duration: 8000
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duration: 8000
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}
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}
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}
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}
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// Breathing pulse while overview is open
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SequentialAnimation on uBreath {
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loops: Animation.Infinite
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running: M.NiriIpc.overviewOpen && !M.Theme.reducedMotion
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NumberAnimation {
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from: 0
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to: 1
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duration: 2500
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easing.type: Easing.InOutSine
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}
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NumberAnimation {
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from: 1
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to: 0
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duration: 2500
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easing.type: Easing.InOutSine
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}
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}
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// Random subtle glitches — fire every 12–37s, total ~250ms each
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Timer {
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interval: 20000
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repeat: true
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running: !M.Theme.reducedMotion
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onTriggered: {
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interval = 12000 + Math.floor(Math.random() * 25000);
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fx.uGlitchSeed = Math.random() * 1000.0;
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_glitchAnim.start();
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}
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}
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SequentialAnimation {
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id: _glitchAnim
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NumberAnimation {
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target: fx
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property: "uGlitch"
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to: 0.7
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duration: 50
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easing.type: Easing.OutQuad
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}
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NumberAnimation {
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target: fx
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property: "uGlitch"
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to: 0.15
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duration: 50
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}
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NumberAnimation {
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target: fx
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property: "uGlitch"
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to: 0.85
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duration: 60
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easing.type: Easing.OutQuad
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}
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NumberAnimation {
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target: fx
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property: "uGlitch"
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to: 0
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duration: 100
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easing.type: Easing.InQuad
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}
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}
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}
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}
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}
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}
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@ -8,6 +8,9 @@ layout(std140, binding = 0) uniform buf {
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float qt_Opacity;
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float qt_Opacity;
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float uSize;
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float uSize;
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float uWavePhase;
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float uWavePhase;
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float uBreath;
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float uGlitch;
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float uGlitchSeed;
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vec4 uResolution;
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vec4 uResolution;
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vec4 uC0;
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vec4 uC0;
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vec4 uC1;
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vec4 uC1;
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@ -29,9 +32,24 @@ vec3 themeGradient(float t) {
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: mix(uC1.rgb, uC2.rgb, (t - 0.5) * 2.0);
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: mix(uC1.rgb, uC2.rgb, (t - 0.5) * 2.0);
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}
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}
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// Cheap hash for glitch bands
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float hash(float n) {
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return fract(sin(n) * 43758.5453123);
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}
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void main() {
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void main() {
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vec2 res = uResolution.xy;
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vec2 res = uResolution.xy;
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// Glitch: shift some horizontal bands slightly
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vec2 frag = qt_TexCoord0 * res;
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vec2 frag = qt_TexCoord0 * res;
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if (uGlitch > 0.0) {
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float band = floor(frag.y / 7.0);
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float h = hash(band * 127.1 + uGlitchSeed * 311.7);
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if (h > 0.72) {
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float shift = (hash(band * 93.9 + uGlitchSeed) - 0.5) * 14.0 * uGlitch;
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frag.x = clamp(frag.x + shift, 0.0, res.x);
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}
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}
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float dx = uSize * 1.5;
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float dx = uSize * 1.5;
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float dy = uSize * 1.7320508;
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float dy = uSize * 1.7320508;
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@ -41,12 +59,12 @@ void main() {
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float row = round((frag.y - yoff) / dy);
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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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vec2 center = vec2(col * dx, row * dy + yoff);
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// Wave factor
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// Wave — wide gaussian so it reads more as a broad pulse than a sharp sweep
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float dist = center.x - uWavePhase;
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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 wf = exp(-dist * dist / 40000.0);
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float baseR = uSize * 0.48;
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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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float inradius = baseR * (1.0 + 0.15 * wf);
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vec2 p = frag - center;
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vec2 p = frag - center;
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float d = sdHexagon(p.yx, inradius); // swap for flat-top
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float d = sdHexagon(p.yx, inradius); // swap for flat-top
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@ -62,28 +80,31 @@ void main() {
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? mix(uC0.rgb, uC1.rgb, fx * 2.0)
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? mix(uC0.rgb, uC1.rgb, fx * 2.0)
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: mix(uC1.rgb, uC2.rgb, (fx - 0.5) * 2.0);
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: mix(uC1.rgb, uC2.rgb, (fx - 0.5) * 2.0);
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// Alpha from distance to center
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// Alpha from distance to center (vignette)
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float fy = clamp(center.y / res.y, 0.0, 1.0);
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float fy = clamp(center.y / res.y, 0.0, 1.0);
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float dc = length(vec2(fx - 0.5, fy - 0.5));
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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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float a = 0.03 + dc * 0.06;
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// Wave brighten
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// Breathing pulse (when overview open)
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rgb = min(rgb + vec3(0.3 * wf), vec3(1.0));
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a += 0.025 * uBreath;
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a += 0.12 * wf;
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rgb = min(rgb + vec3(0.04 * uBreath), vec3(1.0));
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// Rainbow shimmer on hex edges when wave passes
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// Wave brighten (softer than before)
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rgb = min(rgb + vec3(0.15 * wf), vec3(1.0));
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a += 0.07 * wf;
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// Shimmer on hex edges as wave passes
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float edgeWidth = 5.0;
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float edgeWidth = 5.0;
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float edgeFactor = smoothstep(-edgeWidth, 0.0, d); // 0 at interior, 1 at edge
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float edgeFactor = smoothstep(-edgeWidth, 0.0, d);
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if (wf > 0.01 && edgeFactor > 0.0) {
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if (wf > 0.01 && edgeFactor > 0.0) {
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// Vary shimmer color across theme gradient using angle + position
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float angle = atan(p.y, p.x);
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float angle = atan(p.y, p.x);
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float rawT = fract((angle + 3.14159) / 6.28318 + center.x * 0.003 + center.y * 0.005);
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float rawT = fract((angle + 3.14159) / 6.28318 + center.x * 0.003 + center.y * 0.005);
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float t = abs(rawT * 2.0 - 1.0); // triangle wave → uC0→uC1→uC2→uC1→uC0, no hard jump
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float t = abs(rawT * 2.0 - 1.0);
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vec3 shimmerColor = themeGradient(t);
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vec3 shimmerColor = themeGradient(t);
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float shimmer = edgeFactor * wf;
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float shimmer = edgeFactor * wf;
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rgb = mix(rgb, shimmerColor, shimmer * 0.8);
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rgb = mix(rgb, shimmerColor, shimmer * 0.5);
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a = mix(a, 0.5, shimmer * 0.6);
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a = mix(a, 0.5, shimmer * 0.35);
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}
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}
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// Anti-alias outer edge
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// Anti-alias outer edge
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