// ===== wp_honeycomb.frag ===== #version 450 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source1; layout(binding = 2) uniform sampler2D source2; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float progress; float cellSize; // Size of hexagonal cells in UV space (default 0.04) float centerX; // X coordinate of wave origin (0.0 to 1.0) float centerY; // Y coordinate of wave origin (0.0 to 1.0) float aspectRatio; // Width / Height of the screen // Fill mode parameters float fillMode; // 0=center, 1=crop, 2=fit, 3=stretch, 4=repeat float imageWidth1; // Width of source1 image float imageHeight1; // Height of source1 image float imageWidth2; // Width of source2 image float imageHeight2; // Height of source2 image float screenWidth; // Screen width float screenHeight; // Screen height vec4 fillColor; // Fill color for empty areas (default: black) // Solid color mode float isSolid1; // 1.0 if source1 is solid color, 0.0 otherwise float isSolid2; // 1.0 if source2 is solid color, 0.0 otherwise vec4 solidColor1; // Solid color for source1 vec4 solidColor2; // Solid color for source2 } ubuf; // Calculate UV coordinates based on fill mode vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) { float imageAspect = imgWidth / imgHeight; float screenAspect = ubuf.screenWidth / ubuf.screenHeight; vec2 transformedUV = uv; if (ubuf.fillMode < 0.5) { // Mode 0: no (center) - No resize, center image at original size vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight); vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5; vec2 imagePixel = screenPixel - imageOffset; transformedUV = imagePixel / vec2(imgWidth, imgHeight); } else if (ubuf.fillMode < 1.5) { // Mode 1: crop (fill/cover) - Fill screen, crop excess (default) float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight); vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale; vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize; transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5; } else if (ubuf.fillMode < 2.5) { // Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight); vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale; vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5; vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight); vec2 imagePixel = (screenPixel - offset) / scale; transformedUV = imagePixel / vec2(imgWidth, imgHeight); } else if (ubuf.fillMode < 3.5) { // Mode 3: stretch - Use original UV (stretches to fit) } else { // Mode 4: repeat (tile) - Tile image at original size vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight); transformedUV = screenPixel / vec2(imgWidth, imgHeight); } return transformedUV; } // Sample texture with fill mode and handle out-of-bounds vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight, float isSolid, vec4 solidColor) { if (isSolid > 0.5) { return solidColor; } vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight); if (ubuf.fillMode > 3.5) { return texture(tex, fract(transformedUV)); } if (transformedUV.x < 0.0 || transformedUV.x > 1.0 || transformedUV.y < 0.0 || transformedUV.y > 1.0) { return ubuf.fillColor; } return texture(tex, transformedUV); } // Convert cartesian to axial hex coordinates and round to nearest hex center vec2 hexRound(vec2 axial) { // Convert axial (q,r) to cube (x,y,z) where x+y+z=0 float x = axial.x; float z = axial.y; float y = -x - z; // Round each float rx = round(x); float ry = round(y); float rz = round(z); // Fix rounding errors by resetting the component with largest diff float dx = abs(rx - x); float dy = abs(ry - y); float dz = abs(rz - z); if (dx > dy && dx > dz) { rx = -ry - rz; } else if (dy > dz) { ry = -rx - rz; } else { rz = -rx - ry; } return vec2(rx, rz); } void main() { vec2 uv = qt_TexCoord0; // Sample both textures at original UV vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1, ubuf.isSolid1, ubuf.solidColor1); vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2, ubuf.isSolid2, ubuf.solidColor2); // Aspect-correct the UV for hex grid so cells appear as regular hexagons vec2 aspectUV = vec2(uv.x * ubuf.aspectRatio, uv.y); // Convert to axial hex coordinates // Hex grid: q axis along x, r axis at 60 degrees float size = max(ubuf.cellSize, 0.01); float q = (aspectUV.x * (2.0 / 3.0)) / size; float r = ((-aspectUV.x / 3.0) + (sqrt(3.0) / 3.0) * aspectUV.y) / size; // Round to nearest hex center vec2 hex = hexRound(vec2(q, r)); // Convert hex center back to aspect-corrected UV space vec2 hexCenter; hexCenter.x = size * (3.0 / 2.0) * hex.x; hexCenter.y = size * (sqrt(3.0) * (hex.y + 0.5 * hex.x)); // Calculate distance from this cell's center to the wave origin (aspect-corrected) vec2 origin = vec2(ubuf.centerX * ubuf.aspectRatio, ubuf.centerY); float dist = distance(hexCenter, origin); // Maximum distance from origin to any corner (for normalization) float maxDistX = max(ubuf.centerX * ubuf.aspectRatio, (1.0 - ubuf.centerX) * ubuf.aspectRatio); float maxDistY = max(ubuf.centerY, 1.0 - ubuf.centerY); float maxDist = length(vec2(maxDistX, maxDistY)); // Wave expansion (same approach as disc shader): // Start radius behind the origin so the smoothstep zone is fully off-screen at progress=0 float softEdge = 0.15 * maxDist; float totalDistance = maxDist + 2.0 * softEdge; float radius = -softEdge + ubuf.progress * totalDistance; // factor = 0 inside the wave (revealed), 1 outside (not yet reached) float factor = smoothstep(radius - softEdge, radius + softEdge, dist); float cellProgress = 1.0 - factor; fragColor = mix(color1, color2, cellProgress) * ubuf.qt_Opacity; }