fix shader uniforms: std140 alignment, vec4 resolution, pad float
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51ef4c9fb3
commit
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2 changed files with 9 additions and 14 deletions
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@ -31,10 +31,11 @@ PanelWindow {
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anchors.fill: parent
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anchors.fill: parent
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fragmentShader: Qt.resolvedUrl("hex_wave.frag.qsb")
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fragmentShader: Qt.resolvedUrl("hex_wave.frag.qsb")
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// Uniforms
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// Uniforms — order must match shader std140 layout
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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 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 _pad0: 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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property color uC2: M.Theme.base09
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property color uC2: M.Theme.base09
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@ -6,14 +6,13 @@ layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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mat4 qt_Matrix;
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float qt_Opacity;
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float qt_Opacity;
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vec2 uResolution;
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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 _pad0;
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vec4 uResolution; // xy = resolution, zw unused
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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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vec4 uC2;
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vec4 uC2;
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vec4 uSpinners0;
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vec4 uSpinners0;
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vec4 uSpinners1;
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vec4 uSpinners1;
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vec4 uSpinners2;
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vec4 uSpinners2;
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@ -37,7 +36,8 @@ float sdHexFlat(vec2 p, float r) {
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}
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}
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void main() {
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void main() {
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vec2 frag = qt_TexCoord0 * uResolution;
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vec2 res = uResolution.xy;
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vec2 frag = qt_TexCoord0 * res;
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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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@ -47,14 +47,12 @@ 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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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 / 9000.0);
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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 + 0.35 * wf);
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// Check spinners
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float spinAngle = 0.0;
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float spinAngle = 0.0;
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vec4 spinners[12] = vec4[12](
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vec4 spinners[12] = vec4[12](
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uSpinners0, uSpinners1, uSpinners2, uSpinners3,
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uSpinners0, uSpinners1, uSpinners2, uSpinners3,
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@ -81,22 +79,18 @@ void main() {
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return;
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return;
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}
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}
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// Gradient color
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float fx = clamp(center.x / res.x, 0.0, 1.0);
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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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vec3 rgb = fx < 0.5
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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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float fy = clamp(center.y / res.y, 0.0, 1.0);
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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 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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rgb = min(rgb + vec3(0.3 * wf), vec3(1.0));
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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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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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float aa = 1.0 - smoothstep(-1.0, 0.0, d);
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a *= aa;
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a *= aa;
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