diff --git a/modules/OverviewBackdrop.qml b/modules/OverviewBackdrop.qml index 7805daa..e771ac8 100644 --- a/modules/OverviewBackdrop.qml +++ b/modules/OverviewBackdrop.qml @@ -20,143 +20,14 @@ PanelWindow { anchors.right: true anchors.bottom: true - // Solid dark background — base01 is darker than base00 Rectangle { anchors.fill: parent color: M.Theme.base01 } - // Hex grid with gradient-filled cells, no outlines - Canvas { + // Step 1: minimal shader test — should show solid red + ShaderEffect { anchors.fill: parent - - onPaint: { - const ctx = getContext("2d"); - const w = width, h = height; - ctx.clearRect(0, 0, w, h); - - const size = 50; - const dx = size * 1.5; - const dy = size * Math.sqrt(3); - - const c0 = M.Theme.base0C; - const c1 = M.Theme.base0E; - const c2 = M.Theme.base09; - - for (let col = -1; col < w / dx + 2; col++) { - for (let row = -1; row < h / dy + 2; row++) { - const cx = col * dx; - const cy = row * dy + (col % 2 ? dy / 2 : 0); - - // Position-based color interpolation across the screen - const fx = Math.max(0, Math.min(1, cx / w)); - const fy = Math.max(0, Math.min(1, cy / h)); - - // Blend: left=base0C, center=base0E, right=base09, modulated by y - const t = fx; - const r = t < 0.5 ? c0.r + (c1.r - c0.r) * (t * 2) : c1.r + (c2.r - c1.r) * ((t - 0.5) * 2); - const g = t < 0.5 ? c0.g + (c1.g - c0.g) * (t * 2) : c1.g + (c2.g - c1.g) * ((t - 0.5) * 2); - const b = t < 0.5 ? c0.b + (c1.b - c0.b) * (t * 2) : c1.b + (c2.b - c1.b) * ((t - 0.5) * 2); - - // Opacity varies: brighter near edges, dimmer in center - const distFromCenter = Math.sqrt(Math.pow(fx - 0.5, 2) + Math.pow(fy - 0.5, 2)); - const alpha = 0.03 + distFromCenter * 0.06; - - ctx.fillStyle = "rgba(" + Math.round(r * 255) + "," + Math.round(g * 255) + "," + Math.round(b * 255) + "," + alpha + ")"; - - ctx.beginPath(); - for (let i = 0; i < 6; i++) { - const angle = Math.PI / 3 * i - Math.PI / 6; - const px = cx + size * 0.48 * Math.cos(angle); - const py = cy + size * 0.48 * Math.sin(angle); - if (i === 0) - ctx.moveTo(px, py); - else - ctx.lineTo(px, py); - } - ctx.closePath(); - ctx.fill(); - } - } - } - } - - // Randomly spinning hexagons overlaid on the grid - Repeater { - model: 12 - - Item { - id: spinHex - required property int index - - readonly property real _size: 50 - readonly property real _dx: _size * 1.5 - readonly property real _dy: _size * Math.sqrt(3) - - // Pick a random grid position - readonly property int _col: Math.floor(Math.random() * (root.width / _dx)) - readonly property int _row: Math.floor(Math.random() * (root.height / _dy)) - - x: _col * _dx - _size * 0.48 - y: _row * _dy + (_col % 2 ? _dy / 2 : 0) - _size * 0.48 - width: _size - height: _size - - // Color from position (matching the canvas gradient) - readonly property real _fx: Math.max(0, Math.min(1, (_col * _dx) / root.width)) - readonly property color _c0: M.Theme.base0C - readonly property color _c1: M.Theme.base0E - readonly property color _c2: M.Theme.base09 - 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) - - 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)) - opacity: 0.03 + _distFromCenter * 0.06 - - rotation: 0 - transformOrigin: Item.Center - - Canvas { - anchors.fill: parent - onPaint: { - const ctx = getContext("2d"); - const s = spinHex._size; - const cx = s / 2, cy = s / 2; - ctx.clearRect(0, 0, s, s); - ctx.fillStyle = spinHex._hexColor.toString(); - ctx.beginPath(); - for (let i = 0; i < 6; i++) { - const angle = Math.PI / 3 * i - Math.PI / 6; - const px = cx + s * 0.48 * Math.cos(angle); - const py = cy + s * 0.48 * Math.sin(angle); - if (i === 0) - ctx.moveTo(px, py); - else - ctx.lineTo(px, py); - } - ctx.closePath(); - ctx.fill(); - } - } - - Timer { - interval: 3000 + Math.random() * 12000 - running: true - repeat: true - onTriggered: { - interval = 3000 + Math.random() * 12000; - spinAnim.duration = 1000 + Math.random() * 2000; - spinAnim.start(); - } - } - - RotationAnimation { - id: spinAnim - target: spinHex - from: 0 - to: 360 - duration: 2000 - easing.type: Easing.InOutCubic - } - } + fragmentShader: Quickshell.shellPath("modules/hex_wave.frag.qsb") } } diff --git a/modules/hex_wave.frag b/modules/hex_wave.frag index 3335303..a2bed90 100644 --- a/modules/hex_wave.frag +++ b/modules/hex_wave.frag @@ -6,93 +6,8 @@ layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; - float uSize; - float uWavePhase; - float _pad0; - vec4 uResolution; // xy = resolution, zw unused - vec4 uC0; - vec4 uC1; - vec4 uC2; - vec4 uSpinners0; - vec4 uSpinners1; - vec4 uSpinners2; - vec4 uSpinners3; - vec4 uSpinners4; - vec4 uSpinners5; - vec4 uSpinners6; - vec4 uSpinners7; - vec4 uSpinners8; - vec4 uSpinners9; - vec4 uSpinners10; - vec4 uSpinners11; }; -float sdHexFlat(vec2 p, float r) { - const vec3 k = vec3(0.5, 0.8660254, 0.5773503); - p = abs(p); - p -= 2.0 * min(dot(k.yx, p), 0.0) * k.yx; - p -= vec2(clamp(p.x, -k.z * r, k.z * r), r); - return length(p) * sign(p.y); -} - void main() { - vec2 res = uResolution.xy; - vec2 frag = qt_TexCoord0 * res; - - float dx = uSize * 1.5; - float dy = uSize * 1.7320508; - - float col = round(frag.x / dx); - float yoff = mod(col, 2.0) != 0.0 ? dy * 0.5 : 0.0; - float row = round((frag.y - yoff) / dy); - vec2 center = vec2(col * dx, row * dy + yoff); - - float dist = center.x - uWavePhase; - float wf = exp(-dist * dist / 9000.0); - - float baseR = uSize * 0.48; - float inradius = baseR * (1.0 + 0.35 * wf); - - float spinAngle = 0.0; - vec4 spinners[12] = vec4[12]( - uSpinners0, uSpinners1, uSpinners2, uSpinners3, - uSpinners4, uSpinners5, uSpinners6, uSpinners7, - uSpinners8, uSpinners9, uSpinners10, uSpinners11 - ); - for (int i = 0; i < 12; i++) { - if (distance(center, spinners[i].xy) < 1.0) { - spinAngle = spinners[i].z; - break; - } - } - - vec2 p = frag - center; - if (spinAngle != 0.0) { - float ca = cos(spinAngle); - float sa = sin(spinAngle); - p = mat2(ca, -sa, sa, ca) * p; - } - - float d = sdHexFlat(p, inradius); - if (d > 0.0) { - fragColor = vec4(0.0); - return; - } - - float fx = clamp(center.x / res.x, 0.0, 1.0); - vec3 rgb = fx < 0.5 - ? mix(uC0.rgb, uC1.rgb, fx * 2.0) - : mix(uC1.rgb, uC2.rgb, (fx - 0.5) * 2.0); - - float fy = clamp(center.y / res.y, 0.0, 1.0); - float dc = length(vec2(fx - 0.5, fy - 0.5)); - float a = 0.03 + dc * 0.06; - - rgb = min(rgb + vec3(0.3 * wf), vec3(1.0)); - a += 0.12 * wf; - - float aa = 1.0 - smoothstep(-1.0, 0.0, d); - a *= aa; - - fragColor = vec4(rgb * a, a) * qt_Opacity; + fragColor = vec4(1.0, 0.0, 0.0, 0.5) * qt_Opacity; }