shader debug step 1: minimal red shader with Quickshell.shellPath
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2 changed files with 4 additions and 218 deletions
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@ -20,143 +20,14 @@ 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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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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// Step 1: minimal shader test — should show solid red
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ShaderEffect {
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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 w = width, h = height;
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ctx.clearRect(0, 0, w, h);
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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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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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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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// 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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// 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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}
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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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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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}
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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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fragmentShader: Quickshell.shellPath("modules/hex_wave.frag.qsb")
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}
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}
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