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2 commits

Author SHA1 Message Date
Damocles
662c3590af lock threat shader: softer vignette, more translucent tint 2026-04-22 22:16:43 +02:00
Damocles
a6ca4df29f weather applet: use RichText for wttrbar HTML tooltip 2026-04-22 22:14:00 +02:00
2 changed files with 10 additions and 9 deletions

View file

@ -22,11 +22,12 @@ Column {
} }
} }
// Forecast details from wttrbar tooltip // Forecast details from wttrbar tooltip (may contain HTML from waybar format)
Text { Text {
width: parent.width - 24 width: parent.width - 24
anchors.horizontalCenter: parent.horizontalCenter anchors.horizontalCenter: parent.horizontalCenter
text: S.WeatherService.tooltip text: S.WeatherService.tooltip
textFormat: Text.RichText
color: S.Theme.base05 color: S.Theme.base05
font.pixelSize: S.Theme.fontSize - 2 font.pixelSize: S.Theme.fontSize - 2
font.family: S.Theme.fontFamily font.family: S.Theme.fontFamily

View file

@ -35,18 +35,18 @@ void main() {
// Vignette - radial darkening from edges, creeping inward with threat // Vignette - radial darkening from edges, creeping inward with threat
vec2 center = uv - 0.5; vec2 center = uv - 0.5;
float dist = length(center * vec2(1.0, 0.7)); // wider horizontally float dist = length(center * vec2(1.0, 0.7)); // wider horizontally
// Inner edge shrinks as threat rises (0.7 -> 0.25) // Inner edge shrinks as threat rises (0.8 -> 0.35)
float vigInner = mix(0.7, 0.25, intensity); float vigInner = mix(0.8, 0.35, intensity);
// Outer edge also shrinks (1.0 -> 0.6) // Outer edge also shrinks (1.1 -> 0.7)
float vigOuter = mix(1.0, 0.6, intensity); float vigOuter = mix(1.1, 0.7, intensity);
float vig = smoothstep(vigInner, vigOuter, dist); float vig = smoothstep(vigInner, vigOuter, dist);
// Red tint on the vignette area // Red tint on the vignette area - translucent blend
vec3 threatColor = uColor.rgb; vec3 threatColor = uColor.rgb;
vec3 tinted = mix(tex.rgb, threatColor * 0.15, vig * intensity); vec3 tinted = mix(tex.rgb, threatColor * 0.12, vig * intensity * 0.6);
// Darken edges // Darken edges - softer
tinted *= 1.0 - vig * intensity * 0.7; tinted *= 1.0 - vig * intensity * 0.35;
fragColor = vec4(tinted, tex.a) * qt_Opacity; fragColor = vec4(tinted, tex.a) * qt_Opacity;
} }