fix: osd and session bulges

Also remove rect-rect edge sink cause it doesn't work
This commit is contained in:
2 * r + 2 * t 2026-04-09 00:34:26 +10:00
parent bd35b2bef5
commit c623b9b688
3 changed files with 4 additions and 54 deletions

View file

@ -17,6 +17,7 @@ Item {
readonly property Brightness.Monitor monitor: Brightness.getMonitorForScreen(root.screen)
readonly property bool shouldBeActive: visibilities.osd && Config.osd.enabled && !(visibilities.utilities && Config.utilities.enabled)
property real offsetScale: shouldBeActive ? 0 : 1
property real sidebarOffset: sidebarOrSessionVisible ? 12 : 0
property real volume
property bool muted
@ -38,7 +39,7 @@ Item {
}
visible: offsetScale < 1
anchors.rightMargin: (-implicitWidth - 5) * offsetScale
anchors.rightMargin: (-implicitWidth - 5 - sidebarOffset) * offsetScale
implicitWidth: content.implicitWidth
implicitHeight: content.implicitHeight
opacity: 1 - offsetScale

View file

@ -13,9 +13,10 @@ Item {
readonly property bool shouldBeActive: visibilities.session && Config.session.enabled
property real offsetScale: shouldBeActive ? 0 : 1
property real sidebarOffset: sidebarVisible ? 14 : 0
visible: offsetScale < 1
anchors.rightMargin: (-implicitWidth - 5) * offsetScale
anchors.rightMargin: (-implicitWidth - 5 - sidebarOffset) * offsetScale
implicitWidth: content.implicitWidth
implicitHeight: content.implicitHeight || 510 // Hard coded fallback for first open
opacity: 1 - offsetScale

View file

@ -135,58 +135,6 @@ void main() {
d *= scale;
}
// Rect-to-rect edge sinks: track the same edge of neighboring rects
{
float rectSinkValue = 0.0;
vec2 iHalf = sh.xy;
float preOff = smoothFactor * (1.0/6.0);
for (int j = 0; j < rectCount; j++) {
if (j == i) continue;
vec4 jRect = rectData[j * 5];
vec4 jProps = rectData[j * 5 + 1];
vec2 jSh = rectData[j * 5 + 3].xy;
vec2 jCtr = jRect.xy + jProps.yz;
// Per-edge containment: the other rect's full span on the
// perpendicular axis must be inside this rect for that edge.
bool hInside = (jCtr.y - jSh.y) >= (center.y - iHalf.y) &&
(jCtr.y + jSh.y) <= (center.y + iHalf.y);
bool vInside = (jCtr.x - jSh.x) >= (center.x - iHalf.x) &&
(jCtr.x + jSh.x) <= (center.x + iHalf.x);
// Top/Bottom: other rect's height must be inside this rect
float topPen = hInside ? clamp((center.y - iHalf.y) - (jCtr.y - jSh.y) - preOff, 0.0, smoothFactor) : 0.0;
float botPen = hInside ? clamp((jCtr.y + jSh.y) - (center.y + iHalf.y) - preOff, 0.0, smoothFactor) : 0.0;
// Left/Right: other rect's width must be inside this rect
float leftPen = vInside ? clamp((center.x - iHalf.x) - (jCtr.x - jSh.x) - preOff, 0.0, smoothFactor) : 0.0;
float rightPen = vInside ? clamp((jCtr.x + jSh.x) - (center.x + iHalf.x) - preOff, 0.0, smoothFactor) : 0.0;
// Lateral distance from pixel to other rect's extent along each edge
float hLat = max(abs(pixel.x - jCtr.x) - jSh.x, 0.0);
float vLat = max(abs(pixel.y - jCtr.y) - jSh.y, 0.0);
// Perpendicular proximity: full strength at edge, fade inside
float topZone = 1.0 - smoothstep(center.y - iHalf.y, center.y - iHalf.y + smoothFactor, pixel.y);
float botZone = smoothstep(center.y + iHalf.y - smoothFactor, center.y + iHalf.y, pixel.y);
float leftZone = 1.0 - smoothstep(center.x - iHalf.x, center.x - iHalf.x + smoothFactor, pixel.x);
float rightZone = smoothstep(center.x + iHalf.x - smoothFactor, center.x + iHalf.x, pixel.x);
float s = smoothFactor * 2.0;
float sink = max(
max(topPen * smoothstep(s, 0.0, hLat) * topZone,
botPen * smoothstep(s, 0.0, hLat) * botZone),
max(leftPen * smoothstep(s, 0.0, vLat) * leftZone,
rightPen * smoothstep(s, 0.0, vLat) * rightZone)
);
rectSinkValue = max(rectSinkValue, sink);
}
d -= rectSinkValue;
}
mergedSdf = smin(mergedSdf, d, smoothFactor);
if (d < smoothFactor && d < minDist) {
minDist = d;