* lyrics: rewrite model * lyrics: cleanup code * lyrics: some minor layouting * lyrics: add fade shaders * lyrics: use appearance values from config * lyrics: formatting * lyrics: update readme * lyrics: fix jumping, redo netease backend (resused from another one of projects) * lyrics: fix netease searches, remove credit lines * lyrics: add RequestIds * lyrics: formatting * lyrics: lyricsDir path cleanup * lyrics: make empty lines not take up much space * lyrics: make empty lines not take up any space * Lyrics: Use QNetworkAccessManager instead of XMLHttpRequest also added ability to set request headers and ability to reset cookies for requests.cpp * lyrics: cleanup old code * lyrics: toggle lyrics by clicking the album art * lyrics: sanitize non-breaking spaces * lyrics: add a menu to select lyrics and manually search for them * lyrics: remove LrcLib backend * lyrics: change focus to when dashboard is opened instead of the lyricMenu * lyrics: improve UI * lyrics: improve UI more ig * lyrics: extract LyricsView and LyricMenu into separate components * lyrics: cleanup old files * lyrics: refactor LyricsService * lyrics: restore ComponentBehavior: Bound in lyrics components * lyrics: change SongID to real to fix integer overflow * lyrics: add animations to the lyricMenu * lyrics: fix manual search fields not auto updating * lyrics: fix jerks when switching tracks * lyrics: create lyrics directory if it doesn't exist * lyrics: silence logs, fix binding loops, fix index out of range errors * lyrics: only request keyboard focus when lyric menu is open * config: add option to enable/disable the lyrics * format + silence fileview errors * fix merge * anim and lsp fixes + format --------- Co-authored-by: 2 * r + 2 * t <61896496+soramanew@users.noreply.github.com>
26 lines
594 B
GLSL
26 lines
594 B
GLSL
#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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