fix: osd and session bulges
Also remove rect-rect edge sink cause it doesn't work
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bd35b2bef5
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c623b9b688
3 changed files with 4 additions and 54 deletions
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@ -17,6 +17,7 @@ Item {
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readonly property Brightness.Monitor monitor: Brightness.getMonitorForScreen(root.screen)
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readonly property bool shouldBeActive: visibilities.osd && Config.osd.enabled && !(visibilities.utilities && Config.utilities.enabled)
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property real offsetScale: shouldBeActive ? 0 : 1
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property real sidebarOffset: sidebarOrSessionVisible ? 12 : 0
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property real volume
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property bool muted
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@ -38,7 +39,7 @@ Item {
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}
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visible: offsetScale < 1
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anchors.rightMargin: (-implicitWidth - 5) * offsetScale
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anchors.rightMargin: (-implicitWidth - 5 - sidebarOffset) * offsetScale
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implicitWidth: content.implicitWidth
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implicitHeight: content.implicitHeight
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opacity: 1 - offsetScale
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@ -13,9 +13,10 @@ Item {
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readonly property bool shouldBeActive: visibilities.session && Config.session.enabled
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property real offsetScale: shouldBeActive ? 0 : 1
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property real sidebarOffset: sidebarVisible ? 14 : 0
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visible: offsetScale < 1
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anchors.rightMargin: (-implicitWidth - 5) * offsetScale
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anchors.rightMargin: (-implicitWidth - 5 - sidebarOffset) * offsetScale
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implicitWidth: content.implicitWidth
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implicitHeight: content.implicitHeight || 510 // Hard coded fallback for first open
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opacity: 1 - offsetScale
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@ -135,58 +135,6 @@ void main() {
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d *= scale;
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}
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// Rect-to-rect edge sinks: track the same edge of neighboring rects
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{
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float rectSinkValue = 0.0;
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vec2 iHalf = sh.xy;
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float preOff = smoothFactor * (1.0/6.0);
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for (int j = 0; j < rectCount; j++) {
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if (j == i) continue;
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vec4 jRect = rectData[j * 5];
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vec4 jProps = rectData[j * 5 + 1];
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vec2 jSh = rectData[j * 5 + 3].xy;
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vec2 jCtr = jRect.xy + jProps.yz;
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// Per-edge containment: the other rect's full span on the
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// perpendicular axis must be inside this rect for that edge.
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bool hInside = (jCtr.y - jSh.y) >= (center.y - iHalf.y) &&
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(jCtr.y + jSh.y) <= (center.y + iHalf.y);
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bool vInside = (jCtr.x - jSh.x) >= (center.x - iHalf.x) &&
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(jCtr.x + jSh.x) <= (center.x + iHalf.x);
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// Top/Bottom: other rect's height must be inside this rect
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float topPen = hInside ? clamp((center.y - iHalf.y) - (jCtr.y - jSh.y) - preOff, 0.0, smoothFactor) : 0.0;
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float botPen = hInside ? clamp((jCtr.y + jSh.y) - (center.y + iHalf.y) - preOff, 0.0, smoothFactor) : 0.0;
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// Left/Right: other rect's width must be inside this rect
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float leftPen = vInside ? clamp((center.x - iHalf.x) - (jCtr.x - jSh.x) - preOff, 0.0, smoothFactor) : 0.0;
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float rightPen = vInside ? clamp((jCtr.x + jSh.x) - (center.x + iHalf.x) - preOff, 0.0, smoothFactor) : 0.0;
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// Lateral distance from pixel to other rect's extent along each edge
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float hLat = max(abs(pixel.x - jCtr.x) - jSh.x, 0.0);
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float vLat = max(abs(pixel.y - jCtr.y) - jSh.y, 0.0);
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// Perpendicular proximity: full strength at edge, fade inside
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float topZone = 1.0 - smoothstep(center.y - iHalf.y, center.y - iHalf.y + smoothFactor, pixel.y);
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float botZone = smoothstep(center.y + iHalf.y - smoothFactor, center.y + iHalf.y, pixel.y);
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float leftZone = 1.0 - smoothstep(center.x - iHalf.x, center.x - iHalf.x + smoothFactor, pixel.x);
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float rightZone = smoothstep(center.x + iHalf.x - smoothFactor, center.x + iHalf.x, pixel.x);
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float s = smoothFactor * 2.0;
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float sink = max(
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max(topPen * smoothstep(s, 0.0, hLat) * topZone,
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botPen * smoothstep(s, 0.0, hLat) * botZone),
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max(leftPen * smoothstep(s, 0.0, vLat) * leftZone,
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rightPen * smoothstep(s, 0.0, vLat) * rightZone)
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);
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rectSinkValue = max(rectSinkValue, sink);
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}
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d -= rectSinkValue;
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}
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mergedSdf = smin(mergedSdf, d, smoothFactor);
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if (d < smoothFactor && d < minDist) {
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minDist = d;
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