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authorYigit Sever2024-08-30 11:06:19 +0200
committerYigit Sever2024-08-30 11:06:19 +0200
commitc2c54ed574d00d96a772e096abdfa2da3b60fdd6 (patch)
treebf61440b8c30dca5b69b949c5cd04f2b69c81379 /.config/hypr
parent81cb7e952301e6ef240ae11434e05207cce39788 (diff)
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hypr: start tracking
Diffstat (limited to '.config/hypr')
-rw-r--r--.config/hypr/conf/autostart.conf39
-rw-r--r--.config/hypr/conf/keybinds.conf94
-rw-r--r--.config/hypr/conf/monitor.conf5
-rw-r--r--.config/hypr/conf/sound_brightness_notifications.conf9
-rw-r--r--.config/hypr/conf/windowrules.conf67
-rw-r--r--.config/hypr/hyprland.conf122
-rw-r--r--.config/hypr/hyprlock.conf88
-rw-r--r--.config/hypr/hyprpaper.conf5
-rw-r--r--.config/hypr/hyprshade.toml4
-rw-r--r--.config/hypr/mocha.conf77
-rw-r--r--.config/hypr/shaders/chromatic_abberation.frag24
-rw-r--r--.config/hypr/shaders/crt.frag511
-rw-r--r--.config/hypr/shaders/drugs.frag42
-rw-r--r--.config/hypr/shaders/extradark.frag21
-rw-r--r--.config/hypr/shaders/invert.frag13
-rw-r--r--.config/hypr/shaders/solarized.frag41
16 files changed, 1162 insertions, 0 deletions
diff --git a/.config/hypr/conf/autostart.conf b/.config/hypr/conf/autostart.conf
new file mode 100644
index 0000000..b8792f1
--- /dev/null
+++ b/.config/hypr/conf/autostart.conf
@@ -0,0 +1,39 @@
1# See https://wiki.hyprland.org/Configuring/Keywords/#executing
2# autostart
3
4# Setup XDG for screen sharing
5exec-once = ~/.local/bin/xdg.sh
6
7# Polkit
8exec-once = /usr/lib/polkit-kde-authentication-agent-1
9
10# Sway Notification Center
11exec-once = swaync
12
13# Polybar
14exec-once = waybar
15
16# Dropbox
17exec-once = nextcloud --background
18
19# Clipboard Manager
20exec-once = copyq --start-server
21
22# Wallpaper
23exec-once = hyprpaper
24
25# Daily Reminders
26exec-once = remind -z -k'notify-send --app-name="remind" --icon="fcitx-remind-active" "⏰ reminder!" "%s" &' ~/.reminders
27
28# Start playerctl daemon, spotify/youtube etc. binder
29exec-once = playerctld daemon
30
31# For hyprshade scheduling, f.lux
32exec-once = dbus-update-activation-environment --systemd HYPRLAND_INSTANCE_SIGNATURE
33exec-once = hyprshade auto
34
35# Network Manager Applet
36exec-once = nm-applet
37
38# Cursor
39exec-once = hyprctl setcursor capitaine-cursors-light 28
diff --git a/.config/hypr/conf/keybinds.conf b/.config/hypr/conf/keybinds.conf
new file mode 100644
index 0000000..3ea1a83
--- /dev/null
+++ b/.config/hypr/conf/keybinds.conf
@@ -0,0 +1,94 @@
1# Key bindings
2
3# See https://wiki.hyprland.org/Configuring/Keywords/
4$mainMod = SUPER
5$terminal = kitty
6$fileManager = thunar
7$menu = tofi-drun | xargs hyprctl dispatch exec --
8
9# Applications
10bind = $mainMod+SHIFT, code:41, exec, $fileManager # f
11bind = $mainMod, RETURN, exec, $terminal
12bind = $mainMod, code:71, exec, $HOME/.local/bin/mailsync # f5
13bind = ,code:118, exec, copyq menu # ins
14bind = $mainMod, 0, exec, swaync-client --hide-latest
15bind = $mainMod+SHIFT, 0, exec, swaync-client -t
16bindr = SUPER+SHIFT, escape, exec, $HOME/.local/bin/wpower.sh
17bindr = $mainMod, code:42, exec, $HOME/.local/bin/done # g
18bindr = $mainMod, code:30, exec, $HOME/.local/bin/bukuadd_c # u
19bindr = $mainMod, code:35, exec, $HOME/.local/bin/td # ]
20
21bind = $mainMod+SHIFT, code:24, killactive, # q
22bind = $mainMod, code:55, togglefloating, # v
23bind = $mainMod, code:40, exec, $menu # d
24bind = $mainMod, code:27, pseudo, # p, dwindle
25bind = $mainMod, code:26, togglesplit, # e, dwindle
26bind = $mainMod, code:41, fullscreen, 2 # f
27
28bindl = , XF86AudioPlay, exec, playerctl play-pause
29bindl = , XF86AudioNext, exec, playerctl next
30bindl = , XF86AudioPrev, exec, playerctl previous
31
32# Screenshots:
33# Super+P: Current window
34# Super+Shift+p: Select area
35# Super+Alt+p Current output
36# Super+Ctrl+p All outputs
37
38# Optionally, customize slurp's appearance
39env = SLURP_ARGS, -d -B F050F022 -b 10101022 -c ff00ff
40
41bind = ,Print, exec, ~/.local/bin/screenshot.sh
42bind = SHIFT, Print, exec, grimblast copy area
43
44# Move focus
45bind = $mainMod, code:43, movefocus, l
46bind = $mainMod, code:44, movefocus, d
47bind = $mainMod, code:45, movefocus, u
48bind = $mainMod, code:46, movefocus, r
49
50# Move window
51bind = $mainMod+SHIFT, code:43, movewindow, l
52bind = $mainMod+SHIFT, code:44, movewindow, d
53bind = $mainMod+SHIFT, code:45, movewindow, u
54bind = $mainMod+SHIFT, code:46, movewindow, r
55
56# Switch workspaces with mainMod + [0-9]
57bind = $mainMod, 1, workspace, 1
58bind = $mainMod, 2, workspace, 2
59bind = $mainMod, 3, workspace, 3
60bind = $mainMod, 4, workspace, 4
61bind = $mainMod, 5, workspace, 5
62bind = $mainMod, 6, workspace, 6
63bind = $mainMod, 7, workspace, 7
64bind = $mainMod, 8, workspace, 8
65bind = $mainMod, 9, workspace, 9
66bind = $mainMod, code:21, workspace, name:browser
67bind = $mainMod, code:49, workspace, name:zotero
68bind = $mainMod, code:60, workspace, name:desktop
69bind = $mainMod, code:59, workspace, name:console
70bind = $mainMod, code:58, workspace, name:music
71
72# Example special workspace (scratchpad)
73bind = $mainMod, code:20, togglespecialworkspace, magic # -
74bind = $mainMod SHIFT, code:20, movetoworkspace, special:magic
75
76# Move active window to a workspace with mainMod + SHIFT + [0-9]
77bind = $mainMod SHIFT, 1, movetoworkspace, 1
78bind = $mainMod SHIFT, 2, movetoworkspace, 2
79bind = $mainMod SHIFT, 3, movetoworkspace, 3
80bind = $mainMod SHIFT, 4, movetoworkspace, 4
81bind = $mainMod SHIFT, 5, movetoworkspace, 5
82bind = $mainMod SHIFT, 6, movetoworkspace, 6
83bind = $mainMod SHIFT, 7, movetoworkspace, 7
84bind = $mainMod SHIFT, 8, movetoworkspace, 8
85bind = $mainMod SHIFT, 9, movetoworkspace, 9
86bind = $mainMod SHIFT, code:21, movetoworkspace, name:browser
87bind = $mainMod SHIFT, code:49, movetoworkspace, name:zotero
88bind = $mainMod SHIFT, code:60, movetoworkspace, name:desktop
89bind = $mainMod SHIFT, code:59, movetoworkspace, name:console
90bind = $mainMod SHIFT, code:58, movetoworkspace, name:music
91
92# Move/resize windows with mainMod + LMB/RMB and dragging
93bindm = $mainMod, mouse:272, movewindow
94bindm = $mainMod, mouse:273, resizewindow
diff --git a/.config/hypr/conf/monitor.conf b/.config/hypr/conf/monitor.conf
new file mode 100644
index 0000000..e04dfb1
--- /dev/null
+++ b/.config/hypr/conf/monitor.conf
@@ -0,0 +1,5 @@
1# qualle monitor
2monitor=eDP-1,highres,auto,1
3
4# # autoconfig any additional monitor
5monitor=HDMI-A-1,highres,auto-up,1.25
diff --git a/.config/hypr/conf/sound_brightness_notifications.conf b/.config/hypr/conf/sound_brightness_notifications.conf
new file mode 100644
index 0000000..e198237
--- /dev/null
+++ b/.config/hypr/conf/sound_brightness_notifications.conf
@@ -0,0 +1,9 @@
1bind = , XF86MonBrightnessUp, exec, lightctl up
2bind = , XF86MonBrightnessDown, exec, lightctl down
3
4bindl = , XF86AudioMicMute, exec, volumectl -m toggle-mute
5bindl = , XF86AudioMute, exec, volumectl toggle-mute
6bindle = , XF86AudioRaiseVolume, exec, volumectl -u up
7bindle = , XF86AudioLowerVolume, exec, volumectl -u down
8
9exec-once = avizo-service
diff --git a/.config/hypr/conf/windowrules.conf b/.config/hypr/conf/windowrules.conf
new file mode 100644
index 0000000..178a1bc
--- /dev/null
+++ b/.config/hypr/conf/windowrules.conf
@@ -0,0 +1,67 @@
1# See https://wiki.hyprland.org/Configuring/Window-Rules/
2windowrulev2 = suppressevent maximize, class:.*
3
4# polkit auth agent
5windowrulev2 = float, class:org.kde.polkit-kde-authentication-agent-1
6
7# yad
8windowrulev2 = float, class:yad
9
10# Libre Office
11windowrulev2 = size 800 600, class:soffice,title:Export
12
13# Blueman
14windowrulev2 = float,class:^(blueman-manager)$
15
16# NetworkManager
17windowrulev2 = float,class:^(nm-connection-editor)$
18
19# Pavucontrol
20windowrulev2 = float,class:^(org.pulseaudio.pavucontrol)$
21windowrulev2 = size 800 600,class:^(org.pulseaudio.pavucontrol)$
22
23# copyq
24windowrulev2 = float, class:com.github.hluk.copyq
25windowrulev2 = noborder, class:com.github.hluk.copyq
26windowrulev2 = noblur, class:com.github.hluk.copyq
27windowrulev2 = dimaround, class:com.github.hluk.copyq
28windowrulev2 = move 70% 10%, class:com.github.hluk.copyq
29
30# Firefox
31windowrulev2 = workspace name:browser silent, class:firefox
32
33# Browser Picture in Picture
34windowrulev2 = float, title:^(Picture-in-Picture)$
35windowrulev2 = pin, title:^(Picture-in-Picture)$
36windowrulev2 = move 72% 40%, title:^(Picture-in-Picture)$
37windowrulev2 = size 520 390, title:^(Picture-in-Picture)$
38
39# Discord Popout
40windowrulev2 = float, title:^(Discord Popout)$
41windowrulev2 = pin, title:^(Discord Popout)$
42windowrulev2 = move 72% 40%, title:^(Discord Popout)$
43windowrulev2 = size 573 354, title:^(Discord Popout)$
44
45# Xwaylandvideobridge
46windowrulev2 = opacity 0.0 override,class:^(xwaylandvideobridge)$
47windowrulev2 = noanim,class:^(xwaylandvideobridge)$
48windowrulev2 = noinitialfocus,class:^(xwaylandvideobridge)$
49windowrulev2 = maxsize 1 1,class:^(xwaylandvideobridge)$
50windowrulev2 = noblur,class:^(xwaylandvideobridge)$
51
52# Zotero
53windowrulev2 = workspace name:zotero silent, class:Zotero
54
55windowrulev2 = float, class:^(Zotero)$,title:^(Progress)$
56windowrulev2 = noinitialfocus, class:^(Zotero)$,title:^(Progress)$
57windowrulev2 = move 1579 954, class:^(Zotero)$,title:^(Progress)$
58windowrulev2 = size 300 72, class:^(Zotero)$,title:^(Progress)$
59windowrulev2 = size 445 195, class:^(Zotero)$,title:^(New Collection)$
60
61# Thunar
62windowrulev2 = float, class:^(Thunar)$,title:^(File Operation Progress)$
63windowrulev2 = noinitialfocus, class:^(Thunar)$,title:^(File Operation Progress)$
64windowrulev2 = size 505 100, class:^(Thunar)$,title:^(File Operation Progress)$
65
66# Spotify
67windowrulev2 = workspace name:music silent, class:^(Spotify)$
diff --git a/.config/hypr/hyprland.conf b/.config/hypr/hyprland.conf
new file mode 100644
index 0000000..be97aec
--- /dev/null
+++ b/.config/hypr/hyprland.conf
@@ -0,0 +1,122 @@
1# hyprland config
2# https://wiki.hyprland.org/
3
4source = ~/.config/hypr/conf/monitor.conf
5
6source = ~/.config/hypr/conf/autostart.conf
7
8source = ~/.config/hypr/conf/keybinds.conf
9
10source = ~/.config/hypr/conf/sound_brightness_notifications.conf
11
12source = ~/.config/hypr/conf/windowrules.conf
13
14# Some default env vars.
15env = GDK_BACKEND,wayland,x11,*
16env = QT_QPA_PLATFORM,wayland;xcb
17env = CLUTTER_BACKEND,wayland
18env = XDG_CURRENT_DESKTOP,Hyprland
19env = XDG_SESSION_TYPE,wayland
20env = XDG_SESSION_DESKTOP,Hyprland
21
22env = QT_AUTO_SCREEN_SCALE_FACTOR,1 - (From the Qt documentation) enables automatic scaling, based on the monitor’s pixel density
23env = QT_QPA_PLATFORM,wayland;xcb - Tell Qt applications to use the Wayland backend, and fall back to x11 if Wayland is unavailable
24env = QT_WAYLAND_DISABLE_WINDOWDECORATION,1 - Disables window decorations on Qt applications
25env = QT_QPA_PLATFORMTHEME,qt5ct - Tells Qt based applications to pick your theme from qt5ct, use with Kvantum.
26
27env = XCURSOR_SIZE,24
28env = QT_QPA_PLATFORMTHEME,qt6ct # change to qt6ct if you have that
29env = SEMESTER_THEME,you got this
30
31# For all categories, see https://wiki.hyprland.org/Configuring/Variables/
32input {
33 kb_layout = us
34 kb_variant = colemak
35 kb_model =
36 kb_options =
37 kb_rules =
38 numlock_by_default = true
39
40 follow_mouse = 1
41
42 touchpad {
43 natural_scroll = true
44 }
45
46 sensitivity = 0 # -1.0 - 1.0, 0 means no modification.
47}
48
49general {
50 # See https://wiki.hyprland.org/Configuring/Variables/
51
52 gaps_in = 3
53 gaps_out = 6
54 border_size = 2
55 col.active_border = rgba(33ccffee) rgba(00ff99ee) 45deg
56 col.inactive_border = rgba(595959aa)
57
58 layout = dwindle
59
60 # Please see https://wiki.hyprland.org/Configuring/Tearing/ before you turn this on
61 allow_tearing = false
62}
63
64decoration {
65 # See https://wiki.hyprland.org/Configuring/Variables/
66
67 rounding = 0
68
69 blur {
70 enabled = true
71 size = 20
72 passes = 1
73 }
74
75 drop_shadow = yes
76 shadow_range = 4
77 shadow_render_power = 3
78 col.shadow = rgba(1a1a1aee)
79}
80
81animations {
82 enabled = yes
83
84 # Some default animations, see https://wiki.hyprland.org/Configuring/Animations/
85
86 bezier = myBezier, 0.05, 0.9, 0.1, 1.05
87
88 animation = windows, 1, 7, myBezier
89 animation = windowsOut, 1, 7, default, popin 80%
90 animation = border, 1, 10, default
91 animation = borderangle, 1, 8, default
92 animation = fade, 1, 7, default
93 animation = workspaces, 1, 6, default
94}
95
96dwindle {
97 # See https://wiki.hyprland.org/Configuring/Dwindle-Layout/
98 pseudotile = yes # master switch for pseudotiling. Enabling is bound to mainMod + P in the keybinds section below
99 preserve_split = yes # you probably want this
100}
101
102master {
103 # See https://wiki.hyprland.org/Configuring/Master-Layout/
104 new_status = master
105}
106
107gestures {
108 # See https://wiki.hyprland.org/Configuring/Variables/
109 workspace_swipe = on
110}
111
112misc {
113 # See https://wiki.hyprland.org/Configuring/Variables/
114 force_default_wallpaper = 0 # Set to 0 or 1 to disable the anime mascot wallpapers
115}
116
117binds {
118 workspace_back_and_forth = true
119}
120
121
122exec-once=dbus-update-activation-environment --systemd WAYLAND_DISPLAY XDG_CURRENT_DESKTOP # https://gist.github.com/brunoanc/2dea6ddf6974ba4e5d26c3139ffb7580#editing-the-configuration-file
diff --git a/.config/hypr/hyprlock.conf b/.config/hypr/hyprlock.conf
new file mode 100644
index 0000000..9aa8ce1
--- /dev/null
+++ b/.config/hypr/hyprlock.conf
@@ -0,0 +1,88 @@
1source = $HOME/.config/hypr/mocha.conf
2
3$accent = $mauve
4$accentAlpha = $mauveAlpha
5$font = Iosevka Aile
6
7# GENERAL
8general {
9 disable_loading_bar = true
10 hide_cursor = true
11}
12
13# BACKGROUND
14background {
15 monitor =
16 path = $HOME/desk/pics/lockscreen.jpg
17 blur_passes = 0
18 color = $base
19}
20
21# TIME
22label {
23 monitor =
24 text = $TIME
25 color = $text
26 font_size = 90
27 font_family = $font
28 position = -30, 0
29 halign = right
30 valign = top
31}
32
33# DATE
34label {
35 monitor =
36 text = cmd[update:43200000] date +"%A, %d %B %Y"
37 color = $text
38 font_size = 25
39 font_family = $font
40 position = -30, -150
41 halign = right
42 valign = top
43}
44
45# USER AVATAR
46image {
47 monitor =
48 path = $HOME/desk/pics/big_cat_hi.jpeg
49 size = 100
50 border_color = $accent
51 position = 0, 75
52 halign = center
53 valign = center
54}
55
56# INPUT FIELD
57input-field {
58 monitor =
59 size = 300, 60
60 outline_thickness = 4
61 dots_size = 0.2
62 dots_spacing = 0.2
63 dots_center = true
64 outer_color = $accent
65 inner_color = $surface0
66 font_color = $text
67 fade_on_empty = false
68 placeholder_text = <span foreground="##$textAlpha"><i>󰌾 logged in as </i><span foreground="##$accentAlpha">$USER</span></span>
69 hide_input = false
70 check_color = $accent
71 fail_color = $red
72 fail_text = <i>$FAIL <b>($ATTEMPTS)</b></i>
73 capslock_color = $yellow
74 position = 0, -47
75 halign = center
76 valign = center
77}
78
79label {
80 monitor =
81 text = no place like home
82 color = $text_color
83 font_size = 20
84 font_family = $font_family
85 position = 30, -30
86 halign = left
87 valign = top
88}
diff --git a/.config/hypr/hyprpaper.conf b/.config/hypr/hyprpaper.conf
new file mode 100644
index 0000000..dd3aa91
--- /dev/null
+++ b/.config/hypr/hyprpaper.conf
@@ -0,0 +1,5 @@
1preload = $HOME/desk/pics/vodka_fareler.jpg
2preload = /home/yigit/desk/pics/lightcircle.jpg
3wallpaper = eDP-1,$HOME/desk/pics/vodka_fareler.jpg
4wallpaper = HDMI-A-1,$HOME/desk/pics/lightcircle.jpg
5splash = false
diff --git a/.config/hypr/hyprshade.toml b/.config/hypr/hyprshade.toml
new file mode 100644
index 0000000..c8024e3
--- /dev/null
+++ b/.config/hypr/hyprshade.toml
@@ -0,0 +1,4 @@
1[[shades]]
2name = "blue-light-filter"
3start_time = 19:00:00
4end_time = 06:00:00
diff --git a/.config/hypr/mocha.conf b/.config/hypr/mocha.conf
new file mode 100644
index 0000000..2b80922
--- /dev/null
+++ b/.config/hypr/mocha.conf
@@ -0,0 +1,77 @@
1$rosewater = rgb(f5e0dc)
2$rosewaterAlpha = f5e0dc
3
4$flamingo = rgb(f2cdcd)
5$flamingoAlpha = f2cdcd
6
7$pink = rgb(f5c2e7)
8$pinkAlpha = f5c2e7
9
10$mauve = rgb(cba6f7)
11$mauveAlpha = cba6f7
12
13$red = rgb(f38ba8)
14$redAlpha = f38ba8
15
16$maroon = rgb(eba0ac)
17$maroonAlpha = eba0ac
18
19$peach = rgb(fab387)
20$peachAlpha = fab387
21
22$yellow = rgb(f9e2af)
23$yellowAlpha = f9e2af
24
25$green = rgb(a6e3a1)
26$greenAlpha = a6e3a1
27
28$teal = rgb(94e2d5)
29$tealAlpha = 94e2d5
30
31$sky = rgb(89dceb)
32$skyAlpha = 89dceb
33
34$sapphire = rgb(74c7ec)
35$sapphireAlpha = 74c7ec
36
37$blue = rgb(89b4fa)
38$blueAlpha = 89b4fa
39
40$lavender = rgb(b4befe)
41$lavenderAlpha = b4befe
42
43$text = rgb(cdd6f4)
44$textAlpha = cdd6f4
45
46$subtext1 = rgb(bac2de)
47$subtext1Alpha = bac2de
48
49$subtext0 = rgb(a6adc8)
50$subtext0Alpha = a6adc8
51
52$overlay2 = rgb(9399b2)
53$overlay2Alpha = 9399b2
54
55$overlay1 = rgb(7f849c)
56$overlay1Alpha = 7f849c
57
58$overlay0 = rgb(6c7086)
59$overlay0Alpha = 6c7086
60
61$surface2 = rgb(585b70)
62$surface2Alpha = 585b70
63
64$surface1 = rgb(45475a)
65$surface1Alpha = 45475a
66
67$surface0 = rgb(313244)
68$surface0Alpha = 313244
69
70$base = rgb(1e1e2e)
71$baseAlpha = 1e1e2e
72
73$mantle = rgb(181825)
74$mantleAlpha = 181825
75
76$crust = rgb(11111b)
77$crustAlpha = 11111b
diff --git a/.config/hypr/shaders/chromatic_abberation.frag b/.config/hypr/shaders/chromatic_abberation.frag
new file mode 100644
index 0000000..5389241
--- /dev/null
+++ b/.config/hypr/shaders/chromatic_abberation.frag
@@ -0,0 +1,24 @@
1// vim: set ft=glsl:
2
3precision highp float;
4varying highp vec2 v_texcoord;
5uniform highp sampler2D tex;
6
7#define STRENGTH 0.0027
8
9void main() {
10 vec2 center = vec2(0.5, 0.5);
11 vec2 offset = (v_texcoord - center) * STRENGTH;
12
13 float rSquared = dot(offset, offset);
14 float distortion = 1.0 + 1.0 * rSquared;
15 vec2 distortedOffset = offset * distortion;
16
17 vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y);
18 vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y);
19
20 vec4 redColor = texture2D(tex, v_texcoord + redOffset);
21 vec4 blueColor = texture2D(tex, v_texcoord + blueOffset);
22
23 gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0);
24}
diff --git a/.config/hypr/shaders/crt.frag b/.config/hypr/shaders/crt.frag
new file mode 100644
index 0000000..a37ff9f
--- /dev/null
+++ b/.config/hypr/shaders/crt.frag
@@ -0,0 +1,511 @@
1#version 100
2precision highp float;
3varying highp vec2 v_texcoord;
4varying highp vec3 v_pos;
5uniform highp sampler2D tex;
6uniform lowp float time;
7
8#define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border
9#define BORDER_RADIUS 1.0 // larger vignette radius
10#define BORDER_SIZE 0.01 // small border size
11#define CHROMATIC_ABERRATION_STRENGTH 0.00
12#define DENOISE_INTENSITY 0.0001 //
13#define DISTORTION_AMOUNT 0.00 // moderate distortion amount
14#define HDR_BLOOM 0.75 // bloom intensity
15#define HDR_BRIGHTNESS 0.011 // brightness
16#define HDR_CONTRAST 0.011 // contrast
17#define HDR_SATURATION 1.0// saturation
18#define LENS_DISTORTION_AMOUNT 0.0
19#define NOISE_THRESHOLD 0.0001
20#define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow
21#define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow
22#define SAMPLING_RADIUS 0.0001
23#define SCANLINE_FREQUENCY 540.0
24#define SCANLINE_THICKNESS 0.0507
25#define SCANLINE_TIME time * 471.24
26#define SHARPNESS 0.25
27#define SUPERSAMPLING_SAMPLES 16.0
28#define VIGNETTE_RADIUS 0.0 // larger vignette radius
29#define PI 3.14159265359
30#define TWOPI 6.28318530718
31
32vec2 applyBarrelDistortion(vec2 coord, float amt) {
33 vec2 p = coord.xy / vec2(1.0);
34 vec2 v = p * 2.0 - vec2(1.0);
35 float r = dot(v, v);
36 float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0);
37 vec2 result = v * k;
38 return vec2(0.5, 0.5) + 0.5 * result.xy;
39}
40
41vec4 applyColorCorrection(vec4 color) {
42 color.rgb *= vec3(1.0, 0.79, 0.89);
43 return vec4(color.rgb, 1.0);
44}
45
46vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) {
47 float dist_x = min(tc.x, 1.0 - tc.x);
48 float dist_y = min(tc.y, 1.0 - tc.y);
49 float dist = min(dist_x, dist_y) * -1.0;
50 float border = smoothstep(borderSize, 0.0, dist);
51 border += smoothstep(borderSize, 0.0, dist);
52 return mix(color, borderColor, border);
53}
54
55vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) {
56 color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5);
57 vec3 crtfactor = vec3(1.05, 0.92, 1.0);
58 color.rgb = pow(color.rgb, crtfactor);
59 // // NTSC
60 // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
61
62 // // BT.709
63 // vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
64
65 // BT.2020
66 vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
67
68 // // Warm NTSC
69 // vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
70
71 float luminance = dot(color.rgb, lumCoeff);
72 luminance = pow(luminance, 2.2);
73 color.rgb = mix(vec3(luminance), color.rgb, saturation);
74 color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0));
75 return color;
76}
77
78vec4 applyVignette(vec4 color) {
79 vec2 center = vec2(0.5, 0.5); // center of screen
80 float radius = VIGNETTE_RADIUS; // radius of vignette effect
81 float softness = 1.0; // softness of vignette effect
82 float intensity = 0.7; // intensity of vignette effect
83 vec2 offset = v_texcoord - center; // offset from center of screen
84 float distance = length(offset); // distance from center of screen
85 float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect
86 return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value
87}
88
89vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) {
90 // Calculate average color value of the texture
91 vec4 texelColor = color;
92 float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0;
93
94 // Determine brightness-dependent color factor
95 float factor = mix(
96 mix(0.09,
97 mix(0.005, 0.0075, (averageColor - 0.1) / 0.1),
98 step(0.01, averageColor)), 0.0005,
99 step(0.02, averageColor));
100 // Apply phosphor glow effect
101 vec4 sum = vec4(0.0);
102 vec4 pixels[9];
103 pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001));
104 pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0));
105 pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001));
106 pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001));
107 pixels[4] = texture2D(tex, tc);
108 pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001));
109 pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0));
110 pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001));
111 pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001));
112
113// Perform operations on input pixels in parallel
114 sum = pixels[0]
115 + pixels[1]
116 + pixels[2]
117 + pixels[3]
118 + pixels[4]
119 + pixels[5]
120 + pixels[6]
121 + pixels[7]
122 + pixels[8];
123 sum /= 9.0;
124 sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001;
125 sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001;
126 sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001;
127 sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001;
128 sum += color * PHOSPHOR_BLUR_AMOUNT;
129 sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001;
130 sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001;
131 sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001;
132 sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001;
133 sum *= PHOSPHOR_GLOW_AMOUNT;
134
135 // Initialize sum_sum_factor to zero
136 vec4 sum_sum_factor = vec4(0.0);
137 // Compute sum_j for i = -1
138 vec4 sum_j = vec4(0.0);
139 sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01);
140 sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01);
141 sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01);
142 sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
143 sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
144 sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
145 sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
146 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
147 sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
148 sum_sum_factor += sum_j * vec4(0.011);
149
150 // Compute sum_j for i = 0
151 sum_j = vec4(0.0);
152 sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
153 sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
154 sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
155 sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
156 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
157 sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
158 sum_sum_factor += sum_j * vec4(0.011);
159
160 // Compute sum_j for i = 1
161 sum_j = vec4(0.0);
162 sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
163 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
164 sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
165 sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
166 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
167 sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
168 sum_sum_factor += sum_j * vec4(0.011);
169 color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5);
170 return color;
171}
172
173vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) {
174 vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0);
175 vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0);
176 vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0);
177 vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0);
178 float sharpness = SHARPNESS;
179 vec3 color_no_alpha = color.rgb;
180 vec3 color_tl_no_alpha = color_tl.rgb;
181 vec3 color_tr_no_alpha = color_tr.rgb;
182 vec3 color_bl_no_alpha = color_bl.rgb;
183 vec3 color_br_no_alpha = color_br.rgb;
184 float delta = (dot(color_no_alpha, vec3(0.333333)) + dot(color_tl_no_alpha, vec3(0.333333)) + dot(color_tr_no_alpha, vec3(0.333333)) + dot(color_bl_no_alpha, vec3(0.333333)) + dot(color_br_no_alpha, vec3(0.333333))) * 0.2 - dot(color_no_alpha, vec3(0.333333));
185 vec3 sharp_color_no_alpha = color_no_alpha + min(vec3(0.0), vec3(delta * sharpness));
186 vec4 sharp_color = vec4(sharp_color_no_alpha, color.a);
187 return sharp_color;
188}
189
190vec4 applyScanlines(vec2 tc, vec4 color) {
191 float scanline = (cos(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME) *
192 sin(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME)) * SCANLINE_THICKNESS;
193 float alpha = clamp(1.0 - abs(scanline), 0.0, 1.0);
194 return vec4(color.rgb * alpha, color.a);
195}
196
197vec4 applyChromaticAberration(vec2 uv, vec4 color) {
198 vec2 center = vec2(0.5, 0.5); // center of the screen
199 vec2 offset = (uv - center) * CHROMATIC_ABERRATION_STRENGTH; // calculate the offset from the center
200
201 // apply lens distortion
202 float rSquared = dot(offset, offset);
203 float distortion = 1.0 + LENS_DISTORTION_AMOUNT * rSquared;
204 vec2 distortedOffset = offset * distortion;
205
206 // apply chromatic aberration
207 vec2 redOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
208 vec2 blueOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
209
210 vec4 redColor = texture2D(tex, uv + redOffset);
211 vec4 blueColor = texture2D(tex, uv + blueOffset);
212
213 vec4 result = vec4(redColor.r, color.g, blueColor.b, color.a);
214
215 return result;
216}
217
218vec4 reduceGlare(vec4 color) {
219 // Calculate the intensity of the color by taking the average of the RGB components
220 float intensity = (color.r + color.g + color.b) / 3.0;
221 // Set the maximum intensity that can be considered for glare
222 float maxIntensity = 0.98;
223 // Use smoothstep to create a smooth transition from no glare to full glare
224 // based on the intensity of the color and the maximum intensity
225 float glareIntensity = smoothstep(maxIntensity - 0.02, maxIntensity, intensity);
226 // Set the amount of glare to apply to the color
227 float glareAmount = 0.02;
228 // Mix the original color with the reduced color that has glare applied to it
229 vec3 reducedColor = mix(color.rgb, vec3(glareIntensity), glareAmount);
230 // Return the reduced color with the original alpha value
231 return vec4(reducedColor, color.a);
232}
233
234// Apply a fake HDR effect to the input color.
235// Parameters:
236// - inputColor: the color to apply the effect to.
237// - brightness: the brightness of the image. Should be a value between 0 and 1.
238// - contrast: the contrast of the image. Should be a value between 0 and 1.
239// - saturation: the saturation of the image. Should be a value between 0 and 2.
240// - bloom: the intensity of the bloom effect. Should be a value between 0 and 1.
241vec4 applyFakeHDREffect(vec4 inputColor, float brightness, float contrast, float saturation, float bloom) {
242 const float minBrightness = 0.0;
243 const float maxBrightness = 1.0;
244 const float minContrast = 0.0;
245 const float maxContrast = 1.0;
246 const float minSaturation = 0.0;
247 const float maxSaturation = 2.0;
248 const float minBloom = 0.0;
249 const float maxBloom = 1.0;
250
251 // Check input parameters for validity
252 if (brightness < minBrightness || brightness > maxBrightness) {
253 return vec4(0.0, 0.0, 0.0, 1.0); // Return black with alpha of 1.0 to indicate error
254 }
255 if (contrast < minContrast || contrast > maxContrast) {
256 return vec4(0.0, 0.0, 0.0, 1.0);
257 }
258 if (saturation < minSaturation || saturation > maxSaturation) {
259 return vec4(0.0, 0.0, 0.0, 1.0);
260 }
261 if (bloom < minBloom || bloom > maxBloom) {
262 return vec4(0.0, 0.0, 0.0, 1.0);
263 }
264
265 // Apply brightness and contrast
266 vec3 color = inputColor.rgb;
267 color = (color - vec3(0.5)) * exp2(brightness * 10.0) + vec3(0.5);
268 color = mix(vec3(0.5), color, pow(contrast * 4.0 + 1.0, 2.0));
269
270 // // NTSC
271 // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
272
273 // // BT.709
274 // vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
275
276 // // BT.2020
277 // vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
278
279 // Warm NTSC
280 vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
281
282 // Apply saturation
283 float luminance = dot(color, lumCoeff);
284 vec3 grey = vec3(luminance);
285 color = mix(grey, color, saturation);
286
287 // Apply bloom effect
288 float threshold = 1.0 - bloom;
289 vec3 bloomColor = max(color - threshold, vec3(0.0));
290 bloomColor = pow(bloomColor, vec3(2.0));
291 bloomColor = mix(vec3(0.0), bloomColor, pow(min(luminance, threshold), 4.0));
292 color += bloomColor;
293
294 return vec4(color, inputColor.a);
295}
296
297vec4 bilateralFilter(sampler2D tex, vec2 uv, vec4 color, float sampleRadius, float noiseThreshold, float intensity) {
298 vec4 filteredColor = vec4(0.0);
299 float totalWeight = 0.0;
300
301 // Top-left pixel
302 vec4 sample = texture2D(tex, uv + vec2(-1.0, -1.0));
303 float dist = length(vec2(-1.0, -1.0));
304 float colorDist = length(sample - color);
305 float weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
306 filteredColor += sample * weight;
307 totalWeight += weight;
308
309 // Top pixel
310 sample = texture2D(tex, uv + vec2(0.0, -1.0));
311 dist = length(vec2(0.0, -1.0));
312 colorDist = length(sample - color);
313 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
314 filteredColor += sample * weight;
315 totalWeight += weight;
316
317 // Top-right pixel
318 sample = texture2D(tex, uv + vec2(1.0, -1.0));
319 dist = length(vec2(1.0, -1.0));
320 colorDist = length(sample - color);
321 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
322 filteredColor += sample * weight;
323 totalWeight += weight;
324
325 // Left pixel
326 sample = texture2D(tex, uv + vec2(-1.0, 0.0));
327 dist = length(vec2(-1.0, 0.0));
328 colorDist = length(sample - color);
329 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
330 filteredColor += sample * weight;
331 totalWeight += weight;
332
333 // Center pixel
334 sample = texture2D(tex, uv);
335 dist = 0.0;
336 colorDist = length(sample - color);
337 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
338 filteredColor += sample * weight;
339 totalWeight += weight;
340
341 // Right pixel
342 sample = texture2D(tex, uv + vec2(1.0, 0.0));
343 dist = length(vec2(1.0, 0.0));
344 colorDist = length(sample - color);
345 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
346 filteredColor += sample * weight;
347 totalWeight += weight;
348
349 // Bottom-left pixel
350 sample = texture2D(tex, uv + vec2(-1.0, 1.0));
351 dist = length(vec2(-1.0, 1.0));
352 colorDist = length(sample - color);
353 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
354 filteredColor += sample * weight;
355 totalWeight += weight;
356
357// Bottom pixel
358 sample = texture2D(tex, uv + vec2(0.0, sampleRadius));
359 dist = length(vec2(0.0, sampleRadius));
360 colorDist = length(sample - color);
361 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
362 filteredColor += sample * weight;
363 totalWeight += weight;
364
365 filteredColor /= totalWeight;
366 return mix(color, filteredColor, step(noiseThreshold, length(filteredColor - color)));
367}
368
369vec4 supersample(sampler2D tex, vec2 uv, float sampleRadius, float noiseThreshold, float intensity) {
370 float radiusSq = sampleRadius * sampleRadius;
371 vec2 poissonDisk;
372 vec4 color = vec4(0.0);
373
374 float r1_0 = sqrt(0.0 / 16.0);
375 float r2_0 = fract(1.0 / 3.0);
376 float theta_0 = TWOPI * r2_0;
377 poissonDisk = vec2(r1_0 * cos(theta_0), r1_0 * sin(theta_0));
378 color += texture2D(tex, uv + poissonDisk * sampleRadius);
379
380 float r1_1 = sqrt(1.0 / 16.0);
381 float r2_1 = fract(2.0 / 3.0);
382 float theta_1 = TWOPI * r2_1;
383 poissonDisk = vec2(r1_1 * cos(theta_1), r1_1 * sin(theta_1));
384 color += texture2D(tex, uv + poissonDisk * sampleRadius);
385
386 float r1_2 = sqrt(2.0 / 16.0);
387 float r2_2 = fract(3.0 / 3.0);
388 float theta_2 = TWOPI * r2_2;
389 poissonDisk = vec2(r1_2 * cos(theta_2), r1_2 * sin(theta_2));
390 color += texture2D(tex, uv + poissonDisk * sampleRadius);
391
392 float r1_3 = sqrt(3.0 / 16.0);
393 float r2_3 = fract(4.0 / 3.0);
394 float theta_3 = TWOPI * r2_3;
395 poissonDisk = vec2(r1_3 * cos(theta_3), r1_3 * sin(theta_3));
396 color += texture2D(tex, uv + poissonDisk * sampleRadius);
397
398 float r1_4 = sqrt(4.0 / 16.0);
399 float r2_4 = fract(5.0 / 3.0);
400 float theta_4 = TWOPI * r2_4;
401 poissonDisk = vec2(r1_4 * cos(theta_4), r1_4 * sin(theta_4));
402 color += texture2D(tex, uv + poissonDisk * sampleRadius);
403
404 float r1_5 = sqrt(5.0 / 16.0);
405 float r2_5 = fract(6.0 / 3.0);
406 float theta_5 = TWOPI * r2_5;
407 poissonDisk = vec2(r1_5 * cos(theta_5), r1_5 * sin(theta_5));
408 color += texture2D(tex, uv + poissonDisk * sampleRadius);
409
410 float r1_6 = sqrt(6.0 / 16.0);
411 float r2_6 = fract(7.0 / 3.0);
412 float theta_6 = TWOPI * r2_6;
413 poissonDisk = vec2(r1_6 * cos(theta_6), r1_6 * sin(theta_6));
414 color += texture2D(tex, uv + poissonDisk * sampleRadius);
415
416 float r1_7 = sqrt(7.0 / 16.0);
417 float r2_7 = fract(8.0 / 3.0);
418 float theta_7 = TWOPI * r2_7;
419 poissonDisk = vec2(r1_7 * cos(theta_7), r1_7 * sin(theta_7));
420 color += texture2D(tex, uv + poissonDisk * sampleRadius);
421
422 float r1_8 = sqrt(8.0 / 16.0);
423 float r2_8 = fract(9.0 / 3.0);
424 float theta_8 = TWOPI * r2_8;
425 poissonDisk = vec2(r1_8 * cos(theta_8), r1_8 * sin(theta_8));
426 color += texture2D(tex, uv + poissonDisk * sampleRadius);
427
428 float r1_9 = sqrt(9.0 / 16.0);
429 float r2_9 = fract(10.0 / 3.0);
430 float theta_9 = TWOPI * r2_9;
431 poissonDisk = vec2(r1_9 * cos(theta_9), r1_9 * sin(theta_9));
432 color += texture2D(tex, uv + poissonDisk * sampleRadius);
433
434 float r1_10 = sqrt(10.0 / 16.0);
435 float r2_10 = fract(11.0 / 3.0);
436 float theta_10 = TWOPI * r2_10;
437 poissonDisk = vec2(r1_10 * cos(theta_10), r1_10 * sin(theta_10));
438 color += texture2D(tex, uv + poissonDisk * sampleRadius);
439
440 float r1_11 = sqrt(11.0 / 16.0);
441 float r2_11 = fract(12.0 / 3.0);
442 float theta_11 = TWOPI * r2_11;
443 poissonDisk = vec2(r1_11 * cos(theta_11), r1_11 * sin(theta_11));
444 color += texture2D(tex, uv + poissonDisk * sampleRadius);
445
446 float r1_12 = sqrt(12.0 / 16.0);
447 float r2_12 = fract(13.0 / 3.0);
448 float theta_12 = TWOPI * r2_12;
449 poissonDisk = vec2(r1_12 * cos(theta_12), r1_12 * sin(theta_12));
450 color += texture2D(tex, uv + poissonDisk * sampleRadius);
451
452 float r1_13 = sqrt(13.0 / 16.0);
453 float r2_13 = fract(14.0 / 3.0);
454 float theta_13 = TWOPI * r2_13;
455 poissonDisk = vec2(r1_13 * cos(theta_13), r1_13 * sin(theta_13));
456 color += texture2D(tex, uv + poissonDisk * sampleRadius);
457
458 float r1_14 = sqrt(14.0 / 16.0);
459 float r2_14 = fract(15.0 / 3.0);
460 float theta_14 = TWOPI * r2_14;
461 poissonDisk = vec2(r1_14 * cos(theta_14), r1_14 * sin(theta_14));
462 color += texture2D(tex, uv + poissonDisk * sampleRadius);
463
464 float r1_15 = sqrt(15.0 / 16.0);
465 float r2_15 = fract(16.0 / 3.0);
466 float theta_15 = TWOPI * r2_15;
467 poissonDisk = vec2(r1_15 * cos(theta_15), r1_15 * sin(theta_15));
468 color += texture2D(tex, uv + poissonDisk * sampleRadius);
469
470 return bilateralFilter(tex, uv, color, sampleRadius, noiseThreshold, intensity);
471}
472void main() {
473 vec2 tc_no_dist = v_texcoord;
474
475 vec2 tc = applyBarrelDistortion(tc_no_dist, DISTORTION_AMOUNT);
476
477 // [-1, 1]
478 vec2 tc_no_dist_symmetric = tc_no_dist * 2.0 - 1.0;
479
480 // [0,1]
481 vec2 tc_no_dist_normalized = (tc_no_dist_symmetric + 1.0) / 2.0;
482
483 // vec4 color = texture2D(tex, tc);
484 vec4 color = supersample(tex, tc, SAMPLING_RADIUS, NOISE_THRESHOLD, DENOISE_INTENSITY);
485
486 color = applyAdaptiveSharpen(tc, color, tex);
487
488 color = applyPhosphorGlow(tc, color, tex);
489
490 color = reduceGlare(color);
491
492 color = mix(applyFakeHDREffect(color, HDR_BRIGHTNESS, HDR_CONTRAST, HDR_SATURATION, HDR_BLOOM), color, 0.5);
493
494 color = applyColorCorrection(color);
495
496 color /= SUPERSAMPLING_SAMPLES;
497
498 color = mix(applyChromaticAberration(tc, color), color, 0.25);
499
500 color = mix(color, applyVignette(color), 0.37);
501
502 color = applyBorder(tc_no_dist_normalized, color, 1.0 - BORDER_SIZE * BORDER_RADIUS, BORDER_COLOR);
503
504 color = mix(applyBorder(tc, color, BORDER_SIZE, BORDER_COLOR), color, 0.05);
505
506 color = applyScanlines(tc, color);
507
508 gl_FragColor = color;
509 gl_FragColor.a = 1.0;
510}
511
diff --git a/.config/hypr/shaders/drugs.frag b/.config/hypr/shaders/drugs.frag
new file mode 100644
index 0000000..1190ed0
--- /dev/null
+++ b/.config/hypr/shaders/drugs.frag
@@ -0,0 +1,42 @@
1
2precision highp float;
3varying vec2 v_texcoord;
4uniform sampler2D tex;
5uniform float time;
6
7void warpco(inout vec2 tc) {
8 tc -= 0.5;
9 tc *= length(tc) * 2.0;
10 tc += 0.5;
11}
12
13float rand1d(float seed) {
14 return sin(seed*1454.0);
15}
16
17float rand2d(vec2 co)
18{
19 return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
20}
21
22vec3 rgb(in vec2 tc, float freq, float amp, inout vec4 centre) {
23 vec2 off = vec2(1.0/800.0, 0.0) * sin(tc.t * freq + time) * amp;
24 vec2 off2 = vec2(1.0/800.0, 0.0) * sin(tc.t * freq - time * 1.5) * amp;
25 centre = texture2D(tex, tc);
26 return vec3(texture2D(tex, tc-off).r, centre.g, texture2D(tex, tc+off2).b);
27}
28
29void main() {
30 // vec2 px = 1.0 / textureSize(tex, 0).st;
31 vec2 tc = v_texcoord;
32 warpco(tc);
33 tc = mix(v_texcoord, tc, sin(time * 2.0)*0.07);
34 tc.x += rand2d(floor(tc * 20.0 + floor(time * 2.5))) * 0.01;
35 tc.x += rand1d(floor(tc.x * 40.0)) * 0.005 * rand1d(time * 0.001);
36 tc.y += sin(tc.x + time) * 0.02;
37 vec4 centre;
38 vec3 bent = rgb(tc, 100.0, 5.0, centre);
39 vec3 col = mix(centre.rgb, bent, sin(time));
40 gl_FragColor = vec4(col, centre.a);
41 // gl_FragColor = vec4(texture2D(tex, v_texcoord));
42} \ No newline at end of file
diff --git a/.config/hypr/shaders/extradark.frag b/.config/hypr/shaders/extradark.frag
new file mode 100644
index 0000000..089ee81
--- /dev/null
+++ b/.config/hypr/shaders/extradark.frag
@@ -0,0 +1,21 @@
1// vim: set ft=glsl:
2// blue light filter shader
3// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
4
5precision mediump float;
6varying vec2 v_texcoord;
7uniform sampler2D tex;
8
9void main() {
10
11 vec4 pixColor = texture2D(tex, v_texcoord);
12
13 // red
14 pixColor[0] *= 0.7;
15 // green
16 pixColor[1] *= 0.6;
17 // blue
18 pixColor[2] *= 0.5;
19
20 gl_FragColor = pixColor;
21}
diff --git a/.config/hypr/shaders/invert.frag b/.config/hypr/shaders/invert.frag
new file mode 100644
index 0000000..864f718
--- /dev/null
+++ b/.config/hypr/shaders/invert.frag
@@ -0,0 +1,13 @@
1// vim: set ft=glsl:
2// blue light filter shader
3// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
4
5precision mediump float;
6varying vec2 v_texcoord;
7uniform sampler2D tex;
8
9void main() {
10 vec4 pixColor = texture2D(tex, v_texcoord);
11 pixColor.rgb = 1.0 - pixColor.rgb;
12 gl_FragColor = pixColor;
13} \ No newline at end of file
diff --git a/.config/hypr/shaders/solarized.frag b/.config/hypr/shaders/solarized.frag
new file mode 100644
index 0000000..1c37f2c
--- /dev/null
+++ b/.config/hypr/shaders/solarized.frag
@@ -0,0 +1,41 @@
1// -*- mode:c -*-
2precision lowp float;
3varying vec2 v_texcoord;
4uniform sampler2D tex;
5
6float distanceSquared(vec3 pixColor, vec3 solarizedColor) {
7 vec3 distanceVector = pixColor - solarizedColor;
8 return dot(distanceVector, distanceVector);
9}
10
11void main() {
12 vec3 solarized[16];
13 solarized[0] = vec3(0.,0.169,0.212);
14 solarized[1] = vec3(0.027,0.212,0.259);
15 solarized[2] = vec3(0.345,0.431,0.459);
16 solarized[3] = vec3(0.396,0.482,0.514);
17 solarized[4] = vec3(0.514,0.58,0.588);
18 solarized[5] = vec3(0.576,0.631,0.631);
19 solarized[6] = vec3(0.933,0.91,0.835);
20 solarized[7] = vec3(0.992,0.965,0.89);
21 solarized[8] = vec3(0.71,0.537,0.);
22 solarized[9] = vec3(0.796,0.294,0.086);
23 solarized[10] = vec3(0.863,0.196,0.184);
24 solarized[11] = vec3(0.827,0.212,0.51);
25 solarized[12] = vec3(0.424,0.443,0.769);
26 solarized[13] = vec3(0.149,0.545,0.824);
27 solarized[14] = vec3(0.165,0.631,0.596);
28 solarized[15] = vec3(0.522,0.6,0.);
29
30 vec3 pixColor = vec3(texture2D(tex, v_texcoord));
31 int closest = 0;
32 float closestDistanceSquared = distanceSquared(pixColor, solarized[0]);
33 for (int i = 1; i < 15; i++) {
34 float newDistanceSquared = distanceSquared(pixColor, solarized[i]);
35 if (newDistanceSquared < closestDistanceSquared) {
36 closest = i;
37 closestDistanceSquared = newDistanceSquared;
38 }
39 }
40 gl_FragColor = vec4(solarized[closest], 1.);
41}