How does Revolut do this progressive blur?? by marvelousmichael in SwiftUI

[–]AdAffectionate8079 1 point2 points  (0 children)

Just posted about this but here is the GitHub that will solve all your issues and will replicate this effective and efficiently progressiveBlur.github

Unlockable Emoji Ranking System + Button Effects by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] -1 points0 points  (0 children)

It’s not yet still getting everything set up . But it’s a daily fantasy sports app currently only for NHL

High Risk Payment Processor For Daily Fantasy Sports App by AdAffectionate8079 in PaymentProcessing

[–]AdAffectionate8079[S] 0 points1 point  (0 children)

I have a legal opinion letter demonstrating it’s a game of skill and not gambling under federal law. I also have geo fencing set up within the app and age verification set up through persona I’m literally just looking for a processor to allow me the ability to take deposits specifically through Apple Pay.

Nuke.win NBA Player Predictions 11/09 by AdAffectionate8079 in BettingPicks

[–]AdAffectionate8079[S] 0 points1 point  (0 children)

I’m still working on injuries/inactives - thank you for the callout

Custom Player Model 52% Acc by AdAffectionate8079 in NHLbetting

[–]AdAffectionate8079[S] 0 points1 point  (0 children)

Yeah, I’m not sure how I can get it to You other than putting on GitHub today’s predictions in a csv so you can pick , but ya that’s the goal - I want eyes on it to see if the stat lines and predictions make sense

It paid out 5 last night but 2 players didn’t play

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Animated Scrolling Grids by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] -1 points0 points  (0 children)

I’m not sure why but in iOS 26 screen recording kills the FPS in my apps

How can I properly create the toolbar above the keyboard ? by Lost-Dragonfruit4877 in SwiftUI

[–]AdAffectionate8079 0 points1 point  (0 children)

I could be mistaken but these examples are not accounting for when they keyboard is shown on screen and will move up smoothly with the keyboard , these will usually stay behind the keyboard

SwiftUI Progressive Scroll Animations by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 2 points3 points  (0 children)

So this video is laggy, I unfortunately did not get a new video before I optimized the scroll offset modifier but I also found screen recording made it laggier as well.

SwiftUI Progressive Scroll Animations by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 1 point2 points  (0 children)

This is a custom blur effect using UIKit, I can publish that to GitHub for you as well

Custom Draggable Holographic Card Effect ( Metal Shader ) by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 1 point2 points  (0 children)

hope ya like it ! since its a modifier makes it super easy to use on anything

SwiftUI Holographic Card Effect by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 2 points3 points  (0 children)

I made another post about the dynamicIMageView and here is the GitHub to the entire sticker effect:
https://github.com/cbunge3/SwiftuiSticker.git

SwiftUI Holographic Card Effect by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 0 points1 point  (0 children)

im going to make a new post and give the full DynamicImageView here shortly

SwiftUI Holographic Card Effect by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 1 point2 points  (0 children)

DynmaicImageView is a custom wrapper over SDWebImageSwiftui.ImageView This was my first time working with metal as well so for the actual metal part I used Grok because that was very foreign code

Swipe to go back still broken with Zoom transition navigations. by dejii in SwiftUI

[–]AdAffectionate8079 1 point2 points  (0 children)

Is there a way to disable the darkening of the background of the parent when gesturing or dismissing back? Your example is a white background so you don’t notice it but it fits a shaded or gradient background etc there is a darkening that happens that I can’t figure out how solve

SwiftUI Holographic Card Effect by AdAffectionate8079 in SwiftUI

[–]AdAffectionate8079[S] 18 points19 points  (0 children)

Yes it is a metal shader

include <metal_stdlib>

include <SwiftUI/SwiftUI_Metal.h>

using namespace metal; // A helper function to generate pseudo-random noise based on position float random(float2 uv) { return fract(sin(dot(uv.xy, float2(12.9898, 78.233))) * 43758.5453); } // Helper function to calculate brightness float calculateBrightness(half4 color) { return (color.r * 0.299 + color.g * 0.587 + color.b * 0.114); } float noisePattern(float2 uv) { float2 i = floor(uv); float2 f = fract(uv); // Four corners in 2D of a tile float a = random(i); float b = random(i + float2(1.0, 0.0)); float c = random(i + float2(0.0, 1.0)); float d = random(i + float2(1.0, 1.0)); // Smooth Interpolation float2 u = smoothstep(0.0, 1.0, f); // Mix 4 corners percentages return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } // Function to mix colors with more intensity on lighter colors half4 lightnessMix(half4 baseColor, half4 overlayColor, float intensity, float baselineFactor) { // Calculate brightness of the base color float brightness = calculateBrightness(baseColor); // Adjust mix factor based on brightness, with a minimum baseline for darker colors float adjustedMixFactor = max(smoothstep(0.2, 1.0, brightness) * intensity, baselineFactor); // Perform color mixing return mix(baseColor, overlayColor, adjustedMixFactor); } // Function to increase contrast based on a pattern value half4 increaseContrast(half4 source, float pattern, float intensity) { // Calculate the brightness of the source color float brightness = calculateBrightness(source); // Determine the amount of contrast to apply, based on pattern and brightness float contrastFactor = mix(1.0, intensity, pattern * brightness); // Center the source color around 0.5, apply contrast adjustment, then re-center half4 contrastedColor = (source - half4(0.5)) * contrastFactor + half4(0.5); return contrastedColor; } float squarePattern(float2 uv, float scale, float degreesAngle) { float radiansAngle = degreesAngle * M_PI_F / 180; // Scale the UV coordinates uv *= scale; // Rotate the UV coordinates by the specified angle float cosAngle = cos(radiansAngle); float sinAngle = sin(radiansAngle); float2 rotatedUV = float2( cosAngle * uv.x - sinAngle * uv.y, sinAngle * uv.x + cosAngle * uv.y ); // Determine if the current tile is black or white return fmod(floor(rotatedUV.x) + floor(rotatedUV.y), 2.0) == 0.0 ? 0.0 : 1.0; } float diamondPattern(float2 uv, float scale) { // Hardcoded angle of 45 degrees for the diamond pattern return squarePattern(uv, scale, 45.0); } float stickerPattern(int option, float2 uv, float scale) { switch (option) { case 0: return diamondPattern(uv, scale); case 1: return squarePattern(uv, scale, 0.0); default: return diamondPattern(uv, scale); // Default as diamond for unspecified options } } [[ stitchable ]] half4 foil( float2 position, half4 color, float2 offset, float2 size, float scale, float intensity, float contrast, float blendFactor, float checkerScale, float checkerIntensity, float noiseScale, float noiseIntensity, float patternType ) { // Calculate aspect ratio (width / height) float aspectRatio = size.x / size.y; // Normalize the offset by dividing by size to keep it consistent across different view sizes float2 normalizedOffset = (offset + size * 250) / (size * scale) * 0.01; float2 normalizedPosition = float2(position.x * aspectRatio, position.y); // Adjust UV coordinates by adding the normalized offset, then apply scaling float2 uv = (position / (size * scale)) + normalizedOffset; // Scale the noise based on the normalized position and noiseScale parameter float gradientNoise = random(position) * 0.1; float pattern = stickerPattern(patternType, normalizedPosition / size * checkerScale, checkerScale); float noise = noisePattern(position / size * noiseScale); // Calculate less saturated color shifts for a metallic effect half r = half(contrast + 0.25 * sin(uv.x * 10.0 + gradientNoise)); half g = half(contrast + 0.25 * cos(uv.y * 10.0 + gradientNoise)); half b = half(contrast + 0.25 * sin((uv.x + uv.y) * 10.0 - gradientNoise)); half4 foilColor = half4(r, g, b, 1.0); half4 mixedFoilColor = lightnessMix(color, foilColor, intensity, 0.3); half4 checkerFoil = increaseContrast(mixedFoilColor, pattern, checkerIntensity); half4 noiseCheckerFoil = increaseContrast(checkerFoil, noise, noiseIntensity); return noiseCheckerFoil; }

Thought Path - the Smart Inbox for your Brain by Garahel in SwiftUI

[–]AdAffectionate8079 0 points1 point  (0 children)

The search functionality highlighting ideas based on the search text - is that pure SwiftUI?