// ===== wp_pixelate.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 maxBlockSize; // Maximum block size in pixels (default 64) // 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); } void main() { vec2 uv = qt_TexCoord0; // Triangle wave: pixelation peaks at progress=0.5 float pixelIntensity = 1.0 - abs(2.0 * ubuf.progress - 1.0); // Compute the sampling UV — snap to block grid when pixelating, pass through otherwise vec2 sampleUV = uv; if (pixelIntensity > 0.001) { float blockSize = ubuf.maxBlockSize * pixelIntensity; vec2 screenSize = vec2(ubuf.screenWidth, ubuf.screenHeight); vec2 pixelCoord = uv * screenSize; vec2 snappedPixel = floor(pixelCoord / blockSize) * blockSize + blockSize * 0.5; sampleUV = snappedPixel / screenSize; } // Sample both textures at the (possibly snapped) UV vec4 color1 = sampleWithFillMode(source1, sampleUV, ubuf.imageWidth1, ubuf.imageHeight1, ubuf.isSolid1, ubuf.solidColor1); vec4 color2 = sampleWithFillMode(source2, sampleUV, ubuf.imageWidth2, ubuf.imageHeight2, ubuf.isSolid2, ubuf.solidColor2); // Crossfade concentrated around the peak pixelation (progress ~0.5) float blend = smoothstep(0.4, 0.6, ubuf.progress); fragColor = mix(color1, color2, blend) * ubuf.qt_Opacity; }