Initial release of Lumen Wallpaper

This commit is contained in:
emil28092005
2026-10-25 17:29:16 +03:00
commit 2a77fc6546
31 changed files with 3393 additions and 0 deletions
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import QtQuick
import QtQuick.Controls as Controls
import QtQuick.Dialogs
import QtQuick.Layouts
import org.kde.kirigami as Kirigami
Item {
id: configRoot
property alias cfg_shaderPath: shaderPath.text
property alias cfg_targetFps: fpsSlider.value
property alias cfg_speed: speedSlider.value
property alias cfg_running: runningCheck.checked
property alias cfg_mouseEnabled: mouseCheck.checked
property alias cfg_watchSource: watchCheck.checked
implicitWidth: 560
implicitHeight: form.implicitHeight + Kirigami.Units.gridUnit * 2
FileDialog {
id: shaderDialog
title: "Choose a fragment shader"
nameFilters: ["Fragment shaders (*.frag *.glsl)", "All files (*)"]
onAccepted: shaderPath.text = selectedFile.toString()
}
Kirigami.FormLayout {
id: form
anchors {
left: parent.left
right: parent.right
top: parent.top
margins: Kirigami.Units.gridUnit
}
RowLayout {
Kirigami.FormData.label: "Fragment shader:"
Layout.fillWidth: true
Controls.TextField {
id: shaderPath
Layout.fillWidth: true
placeholderText: "Built-in Lumen shader"
}
Controls.Button {
text: "Browse…"
onClicked: shaderDialog.open()
}
Controls.Button {
text: "Reset"
onClicked: shaderPath.text = ""
}
}
Controls.Label {
text: "Shadertoy-style GLSL with mainImage(). Files reload automatically when enabled below."
wrapMode: Text.Wrap
Layout.fillWidth: true
opacity: 0.7
}
RowLayout {
Kirigami.FormData.label: "Frame rate:"
Controls.Slider {
id: fpsSlider
from: 5
to: 120
stepSize: 1
value: 30
Layout.fillWidth: true
}
Controls.Label {
text: Math.round(fpsSlider.value) + " FPS"
Layout.minimumWidth: 64
}
}
RowLayout {
Kirigami.FormData.label: "Animation speed:"
Controls.Slider {
id: speedSlider
from: 0.1
to: 3.0
stepSize: 0.05
value: 1.0
Layout.fillWidth: true
}
Controls.Label {
text: speedSlider.value.toFixed(2) + "×"
Layout.minimumWidth: 64
}
}
Controls.CheckBox {
id: runningCheck
Kirigami.FormData.label: "Playback:"
text: "Animate wallpaper"
checked: true
}
Controls.CheckBox {
id: mouseCheck
text: "React to the pointer over the desktop"
checked: true
}
Controls.CheckBox {
id: watchCheck
text: "Reload the shader when its file changes"
checked: true
}
}
}
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module dev.emil.lumen
plugin lumenplugin
classname LumenPlugin
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import QtQuick
import org.kde.plasma.plasmoid
import "lumen"
WallpaperItem {
id: root
readonly property var activeConfiguration: {
if (typeof wallpaper !== "undefined" && wallpaper && wallpaper.configuration)
return wallpaper.configuration
return typeof configuration !== "undefined" ? configuration : null
}
function option(name, fallback) {
if (!activeConfiguration)
return fallback
const value = activeConfiguration[name]
return value === undefined ? fallback : value
}
VulkanWallpaper {
id: engine
anchors.fill: parent
shaderUrl: {
const path = String(root.option("shaderPath", ""))
return path.length > 0 ? path : Qt.resolvedUrl("shaders/Lumen.frag")
}
targetFps: Number(root.option("targetFps", 30))
speed: Number(root.option("speed", 1.0))
running: Boolean(root.option("running", true))
mouseEnabled: Boolean(root.option("mouseEnabled", true))
watchSource: Boolean(root.option("watchSource", true))
}
Rectangle {
anchors.fill: parent
color: "#111522"
visible: engine.errorMessage.length > 0 && !engine.fallbackActive
Text {
anchors.centerIn: parent
width: Math.min(parent.width * 0.8, 640)
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
color: "#f3f5fa"
font.pixelSize: 16
text: "Lumen Wallpaper\n\n" + engine.errorMessage
}
}
Rectangle {
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: parent.bottom
anchors.bottomMargin: 80
height: warningText.implicitHeight + 16
color: "#cc421f35"
visible: engine.fallbackActive && engine.errorMessage.length > 0
Text {
id: warningText
anchors.left: parent.left
anchors.right: parent.right
anchors.verticalCenter: parent.verticalCenter
anchors.margins: 12
horizontalAlignment: Text.AlignHCenter
wrapMode: Text.Wrap
elide: Text.ElideRight
maximumLineCount: 3
color: "#ffd9e2"
text: "Lumen: using the last working shader\n" + engine.errorMessage
}
}
}
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float hash21(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
float noise21(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(
mix(hash21(i), hash21(i + vec2(1.0, 0.0)), f.x),
mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), f.x),
f.y
);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
mat2 turn = mat2(0.80, 0.60, -0.60, 0.80);
for (int i = 0; i < 5; i++) {
value += amplitude * noise21(p);
p = turn * p * 2.03 + vec2(3.1, 1.7);
amplitude *= 0.5;
}
return value;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
float unit = min(iResolution.x, iResolution.y);
vec2 p = (2.0 * fragCoord - iResolution.xy) / unit;
vec2 mouse = (2.0 * iMouse.xy - iResolution.xy) / unit;
float t = iTime * 0.12;
vec2 pointerDelta = p - mouse;
float pointerGlow = exp(-dot(pointerDelta, pointerDelta) * 4.0);
float pressed = iMouse.z > 0.0 ? 1.0 : 0.0;
vec2 q = vec2(
fbm(p * 0.65 + vec2(t * 0.35, -t * 0.20)),
fbm(p * 0.65 + vec2(4.7 - t * 0.24, 2.9 + t * 0.18))
);
vec2 r = vec2(
fbm(p + q * 1.8 + vec2(1.7, 8.2) + t * 0.16),
fbm(p + q * 1.8 + vec2(8.3, 2.8) - t * 0.13)
);
float field = fbm(p * 0.85 + r * 2.2 + pointerDelta * pointerGlow * 0.12);
float ribbon = 0.5 + 0.5 * sin(10.0 * field + 3.0 * r.x - 1.8 * p.y + t * 1.4);
float silk = pow(ribbon, 4.0);
float edge = pow(1.0 - abs(ribbon * 2.0 - 1.0), 10.0);
vec3 color = mix(vec3(0.006, 0.010, 0.032), vec3(0.075, 0.025, 0.16), field);
color = mix(color, vec3(0.02, 0.65, 0.72), silk * 0.72);
color += vec3(0.65, 0.08, 0.32) * pow(1.0 - field, 5.0) * 0.28;
color += vec3(0.08, 0.55, 0.70) * edge * 0.16;
color += mix(vec3(0.02, 0.55, 0.68), vec3(0.85, 0.12, 0.38), pressed)
* pointerGlow * (0.14 + pressed * 0.18);
float vignette = 1.0 - smoothstep(0.25, 1.25, length((uv - 0.5) * vec2(1.1, 0.9)));
color *= 0.62 + vignette * 0.38;
color = 1.0 - exp(-color * 1.35);
color += (hash21(fragCoord + fract(iTime) * 91.0) - 0.5) * 0.012;
fragColor = vec4(color, 1.0);
}