chore: replace OpacityMask with MultiEffect Mask
MultiEffect used to do a hard cutoff and not work with soft masks, but since Qt 6.10 (or 6.11) it works correctly, so we don't need the custom mask anymore
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8 changed files with 3 additions and 57 deletions
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@ -1,26 +0,0 @@
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float fadeMargin;
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};
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layout(binding = 1) uniform sampler2D source;
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void main() {
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vec4 tex = texture(source, qt_TexCoord0);
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float factor = 1.0;
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float margin = 0.1;
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if (qt_TexCoord0.y < margin) {
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factor = qt_TexCoord0.y / margin;
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} else if (qt_TexCoord0.y > (1.0 - margin)) {
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factor = (1.0 - qt_TexCoord0.y) / margin;
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}
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fragColor = tex * factor * qt_Opacity;
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}
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@ -1,19 +0,0 @@
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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// qt_Matrix and qt_Opacity must always be both present
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// if the built-in vertex shader is used.
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mat4 qt_Matrix;
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float qt_Opacity;
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};
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layout(binding = 1) uniform sampler2D source;
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layout(binding = 2) uniform sampler2D maskSource;
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void main()
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{
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fragColor = texture(source, qt_TexCoord0.st) * (texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
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}
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@ -1,9 +0,0 @@
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import QtQuick
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import Quickshell
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ShaderEffect {
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required property Item source
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required property Item maskSource
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fragmentShader: Quickshell.shellPath("assets/shaders/opacitymask.frag.qsb")
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}
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@ -18,7 +18,7 @@ Item {
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readonly property string activeSpecial: (GlobalConfig.bar.workspaces.perMonitorWorkspaces ? monitor : Hypr.focusedMonitor)?.lastIpcObject.specialWorkspace?.name ?? ""
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layer.enabled: true
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layer.effect: OpacityMask {
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layer.effect: Mask {
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maskSource: mask
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}
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@ -31,7 +31,7 @@ Item {
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}
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layer.enabled: true
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layer.effect: OpacityMask {
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layer.effect: Mask {
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maskSource: mask
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}
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@ -20,7 +20,7 @@ Item {
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layer.enabled: true
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layer.smooth: true
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layer.effect: OpacityMask {
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layer.effect: Mask {
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maskSource: gradientMask
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}
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