From c2c54ed574d00d96a772e096abdfa2da3b60fdd6 Mon Sep 17 00:00:00 2001 From: Yigit Sever Date: Fri, 30 Aug 2024 11:06:19 +0200 Subject: hypr: start tracking --- .config/hypr/shaders/chromatic_abberation.frag | 24 ++ .config/hypr/shaders/crt.frag | 511 +++++++++++++++++++++++++ .config/hypr/shaders/drugs.frag | 42 ++ .config/hypr/shaders/extradark.frag | 21 + .config/hypr/shaders/invert.frag | 13 + .config/hypr/shaders/solarized.frag | 41 ++ 6 files changed, 652 insertions(+) create mode 100644 .config/hypr/shaders/chromatic_abberation.frag create mode 100644 .config/hypr/shaders/crt.frag create mode 100644 .config/hypr/shaders/drugs.frag create mode 100644 .config/hypr/shaders/extradark.frag create mode 100644 .config/hypr/shaders/invert.frag create mode 100644 .config/hypr/shaders/solarized.frag (limited to '.config/hypr/shaders') 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 @@ +// vim: set ft=glsl: + +precision highp float; +varying highp vec2 v_texcoord; +uniform highp sampler2D tex; + +#define STRENGTH 0.0027 + +void main() { + vec2 center = vec2(0.5, 0.5); + vec2 offset = (v_texcoord - center) * STRENGTH; + + float rSquared = dot(offset, offset); + float distortion = 1.0 + 1.0 * rSquared; + vec2 distortedOffset = offset * distortion; + + vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y); + vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y); + + vec4 redColor = texture2D(tex, v_texcoord + redOffset); + vec4 blueColor = texture2D(tex, v_texcoord + blueOffset); + + gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0); +} 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 @@ +#version 100 +precision highp float; +varying highp vec2 v_texcoord; +varying highp vec3 v_pos; +uniform highp sampler2D tex; +uniform lowp float time; + +#define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border +#define BORDER_RADIUS 1.0 // larger vignette radius +#define BORDER_SIZE 0.01 // small border size +#define CHROMATIC_ABERRATION_STRENGTH 0.00 +#define DENOISE_INTENSITY 0.0001 // +#define DISTORTION_AMOUNT 0.00 // moderate distortion amount +#define HDR_BLOOM 0.75 // bloom intensity +#define HDR_BRIGHTNESS 0.011 // brightness +#define HDR_CONTRAST 0.011 // contrast +#define HDR_SATURATION 1.0// saturation +#define LENS_DISTORTION_AMOUNT 0.0 +#define NOISE_THRESHOLD 0.0001 +#define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow +#define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow +#define SAMPLING_RADIUS 0.0001 +#define SCANLINE_FREQUENCY 540.0 +#define SCANLINE_THICKNESS 0.0507 +#define SCANLINE_TIME time * 471.24 +#define SHARPNESS 0.25 +#define SUPERSAMPLING_SAMPLES 16.0 +#define VIGNETTE_RADIUS 0.0 // larger vignette radius +#define PI 3.14159265359 +#define TWOPI 6.28318530718 + +vec2 applyBarrelDistortion(vec2 coord, float amt) { + vec2 p = coord.xy / vec2(1.0); + vec2 v = p * 2.0 - vec2(1.0); + float r = dot(v, v); + float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0); + vec2 result = v * k; + return vec2(0.5, 0.5) + 0.5 * result.xy; +} + +vec4 applyColorCorrection(vec4 color) { + color.rgb *= vec3(1.0, 0.79, 0.89); + return vec4(color.rgb, 1.0); +} + +vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) { + float dist_x = min(tc.x, 1.0 - tc.x); + float dist_y = min(tc.y, 1.0 - tc.y); + float dist = min(dist_x, dist_y) * -1.0; + float border = smoothstep(borderSize, 0.0, dist); + border += smoothstep(borderSize, 0.0, dist); + return mix(color, borderColor, border); +} + +vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) { + color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5); + vec3 crtfactor = vec3(1.05, 0.92, 1.0); + color.rgb = pow(color.rgb, crtfactor); + // // NTSC + // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); + + // // BT.709 + // vec3 lumCoeff = vec3(0.299, 0.587, 0.114); + + // BT.2020 + vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593); + + // // Warm NTSC + // vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865); + + float luminance = dot(color.rgb, lumCoeff); + luminance = pow(luminance, 2.2); + color.rgb = mix(vec3(luminance), color.rgb, saturation); + color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0)); + return color; +} + +vec4 applyVignette(vec4 color) { + vec2 center = vec2(0.5, 0.5); // center of screen + float radius = VIGNETTE_RADIUS; // radius of vignette effect + float softness = 1.0; // softness of vignette effect + float intensity = 0.7; // intensity of vignette effect + vec2 offset = v_texcoord - center; // offset from center of screen + float distance = length(offset); // distance from center of screen + float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect + return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value +} + +vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) { + // Calculate average color value of the texture + vec4 texelColor = color; + float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0; + + // Determine brightness-dependent color factor + float factor = mix( + mix(0.09, + mix(0.005, 0.0075, (averageColor - 0.1) / 0.1), + step(0.01, averageColor)), 0.0005, + step(0.02, averageColor)); + // Apply phosphor glow effect + vec4 sum = vec4(0.0); + vec4 pixels[9]; + pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001)); + pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0)); + pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001)); + pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001)); + pixels[4] = texture2D(tex, tc); + pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001)); + pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0)); + pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001)); + pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001)); + +// Perform operations on input pixels in parallel + sum = pixels[0] + + pixels[1] + + pixels[2] + + pixels[3] + + pixels[4] + + pixels[5] + + pixels[6] + + pixels[7] + + pixels[8]; + sum /= 9.0; + sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001; + sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001; + sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001; + sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001; + sum += color * PHOSPHOR_BLUR_AMOUNT; + sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001; + sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001; + sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001; + sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001; + sum *= PHOSPHOR_GLOW_AMOUNT; + + // Initialize sum_sum_factor to zero + vec4 sum_sum_factor = vec4(0.0); + // Compute sum_j for i = -1 + vec4 sum_j = vec4(0.0); + sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01); + sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01); + sum_sum_factor += sum_j * vec4(0.011); + + // Compute sum_j for i = 0 + sum_j = vec4(0.0); + sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01); + sum_sum_factor += sum_j * vec4(0.011); + + // Compute sum_j for i = 1 + sum_j = vec4(0.0); + sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01); + sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); + sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01); + sum_sum_factor += sum_j * vec4(0.011); + color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5); + return color; +} + +vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) { + vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0); + vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0); + vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0); + vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0); + float sharpness = SHARPNESS; + vec3 color_no_alpha = color.rgb; + vec3 color_tl_no_alpha = color_tl.rgb; + vec3 color_tr_no_alpha = color_tr.rgb; + vec3 color_bl_no_alpha = color_bl.rgb; + vec3 color_br_no_alpha = color_br.rgb; + 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)); + vec3 sharp_color_no_alpha = color_no_alpha + min(vec3(0.0), vec3(delta * sharpness)); + vec4 sharp_color = vec4(sharp_color_no_alpha, color.a); + return sharp_color; +} + +vec4 applyScanlines(vec2 tc, vec4 color) { + float scanline = (cos(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME) * + sin(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME)) * SCANLINE_THICKNESS; + float alpha = clamp(1.0 - abs(scanline), 0.0, 1.0); + return vec4(color.rgb * alpha, color.a); +} + +vec4 applyChromaticAberration(vec2 uv, vec4 color) { + vec2 center = vec2(0.5, 0.5); // center of the screen + vec2 offset = (uv - center) * CHROMATIC_ABERRATION_STRENGTH; // calculate the offset from the center + + // apply lens distortion + float rSquared = dot(offset, offset); + float distortion = 1.0 + LENS_DISTORTION_AMOUNT * rSquared; + vec2 distortedOffset = offset * distortion; + + // apply chromatic aberration + vec2 redOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00); + vec2 blueOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00); + + vec4 redColor = texture2D(tex, uv + redOffset); + vec4 blueColor = texture2D(tex, uv + blueOffset); + + vec4 result = vec4(redColor.r, color.g, blueColor.b, color.a); + + return result; +} + +vec4 reduceGlare(vec4 color) { + // Calculate the intensity of the color by taking the average of the RGB components + float intensity = (color.r + color.g + color.b) / 3.0; + // Set the maximum intensity that can be considered for glare + float maxIntensity = 0.98; + // Use smoothstep to create a smooth transition from no glare to full glare + // based on the intensity of the color and the maximum intensity + float glareIntensity = smoothstep(maxIntensity - 0.02, maxIntensity, intensity); + // Set the amount of glare to apply to the color + float glareAmount = 0.02; + // Mix the original color with the reduced color that has glare applied to it + vec3 reducedColor = mix(color.rgb, vec3(glareIntensity), glareAmount); + // Return the reduced color with the original alpha value + return vec4(reducedColor, color.a); +} + +// Apply a fake HDR effect to the input color. +// Parameters: +// - inputColor: the color to apply the effect to. +// - brightness: the brightness of the image. Should be a value between 0 and 1. +// - contrast: the contrast of the image. Should be a value between 0 and 1. +// - saturation: the saturation of the image. Should be a value between 0 and 2. +// - bloom: the intensity of the bloom effect. Should be a value between 0 and 1. +vec4 applyFakeHDREffect(vec4 inputColor, float brightness, float contrast, float saturation, float bloom) { + const float minBrightness = 0.0; + const float maxBrightness = 1.0; + const float minContrast = 0.0; + const float maxContrast = 1.0; + const float minSaturation = 0.0; + const float maxSaturation = 2.0; + const float minBloom = 0.0; + const float maxBloom = 1.0; + + // Check input parameters for validity + if (brightness < minBrightness || brightness > maxBrightness) { + return vec4(0.0, 0.0, 0.0, 1.0); // Return black with alpha of 1.0 to indicate error + } + if (contrast < minContrast || contrast > maxContrast) { + return vec4(0.0, 0.0, 0.0, 1.0); + } + if (saturation < minSaturation || saturation > maxSaturation) { + return vec4(0.0, 0.0, 0.0, 1.0); + } + if (bloom < minBloom || bloom > maxBloom) { + return vec4(0.0, 0.0, 0.0, 1.0); + } + + // Apply brightness and contrast + vec3 color = inputColor.rgb; + color = (color - vec3(0.5)) * exp2(brightness * 10.0) + vec3(0.5); + color = mix(vec3(0.5), color, pow(contrast * 4.0 + 1.0, 2.0)); + + // // NTSC + // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); + + // // BT.709 + // vec3 lumCoeff = vec3(0.299, 0.587, 0.114); + + // // BT.2020 + // vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593); + + // Warm NTSC + vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865); + + // Apply saturation + float luminance = dot(color, lumCoeff); + vec3 grey = vec3(luminance); + color = mix(grey, color, saturation); + + // Apply bloom effect + float threshold = 1.0 - bloom; + vec3 bloomColor = max(color - threshold, vec3(0.0)); + bloomColor = pow(bloomColor, vec3(2.0)); + bloomColor = mix(vec3(0.0), bloomColor, pow(min(luminance, threshold), 4.0)); + color += bloomColor; + + return vec4(color, inputColor.a); +} + +vec4 bilateralFilter(sampler2D tex, vec2 uv, vec4 color, float sampleRadius, float noiseThreshold, float intensity) { + vec4 filteredColor = vec4(0.0); + float totalWeight = 0.0; + + // Top-left pixel + vec4 sample = texture2D(tex, uv + vec2(-1.0, -1.0)); + float dist = length(vec2(-1.0, -1.0)); + float colorDist = length(sample - color); + float weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + // Top pixel + sample = texture2D(tex, uv + vec2(0.0, -1.0)); + dist = length(vec2(0.0, -1.0)); + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + // Top-right pixel + sample = texture2D(tex, uv + vec2(1.0, -1.0)); + dist = length(vec2(1.0, -1.0)); + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + // Left pixel + sample = texture2D(tex, uv + vec2(-1.0, 0.0)); + dist = length(vec2(-1.0, 0.0)); + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + // Center pixel + sample = texture2D(tex, uv); + dist = 0.0; + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + // Right pixel + sample = texture2D(tex, uv + vec2(1.0, 0.0)); + dist = length(vec2(1.0, 0.0)); + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + // Bottom-left pixel + sample = texture2D(tex, uv + vec2(-1.0, 1.0)); + dist = length(vec2(-1.0, 1.0)); + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + +// Bottom pixel + sample = texture2D(tex, uv + vec2(0.0, sampleRadius)); + dist = length(vec2(0.0, sampleRadius)); + colorDist = length(sample - color); + weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); + filteredColor += sample * weight; + totalWeight += weight; + + filteredColor /= totalWeight; + return mix(color, filteredColor, step(noiseThreshold, length(filteredColor - color))); +} + +vec4 supersample(sampler2D tex, vec2 uv, float sampleRadius, float noiseThreshold, float intensity) { + float radiusSq = sampleRadius * sampleRadius; + vec2 poissonDisk; + vec4 color = vec4(0.0); + + float r1_0 = sqrt(0.0 / 16.0); + float r2_0 = fract(1.0 / 3.0); + float theta_0 = TWOPI * r2_0; + poissonDisk = vec2(r1_0 * cos(theta_0), r1_0 * sin(theta_0)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_1 = sqrt(1.0 / 16.0); + float r2_1 = fract(2.0 / 3.0); + float theta_1 = TWOPI * r2_1; + poissonDisk = vec2(r1_1 * cos(theta_1), r1_1 * sin(theta_1)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_2 = sqrt(2.0 / 16.0); + float r2_2 = fract(3.0 / 3.0); + float theta_2 = TWOPI * r2_2; + poissonDisk = vec2(r1_2 * cos(theta_2), r1_2 * sin(theta_2)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_3 = sqrt(3.0 / 16.0); + float r2_3 = fract(4.0 / 3.0); + float theta_3 = TWOPI * r2_3; + poissonDisk = vec2(r1_3 * cos(theta_3), r1_3 * sin(theta_3)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_4 = sqrt(4.0 / 16.0); + float r2_4 = fract(5.0 / 3.0); + float theta_4 = TWOPI * r2_4; + poissonDisk = vec2(r1_4 * cos(theta_4), r1_4 * sin(theta_4)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_5 = sqrt(5.0 / 16.0); + float r2_5 = fract(6.0 / 3.0); + float theta_5 = TWOPI * r2_5; + poissonDisk = vec2(r1_5 * cos(theta_5), r1_5 * sin(theta_5)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_6 = sqrt(6.0 / 16.0); + float r2_6 = fract(7.0 / 3.0); + float theta_6 = TWOPI * r2_6; + poissonDisk = vec2(r1_6 * cos(theta_6), r1_6 * sin(theta_6)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_7 = sqrt(7.0 / 16.0); + float r2_7 = fract(8.0 / 3.0); + float theta_7 = TWOPI * r2_7; + poissonDisk = vec2(r1_7 * cos(theta_7), r1_7 * sin(theta_7)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_8 = sqrt(8.0 / 16.0); + float r2_8 = fract(9.0 / 3.0); + float theta_8 = TWOPI * r2_8; + poissonDisk = vec2(r1_8 * cos(theta_8), r1_8 * sin(theta_8)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_9 = sqrt(9.0 / 16.0); + float r2_9 = fract(10.0 / 3.0); + float theta_9 = TWOPI * r2_9; + poissonDisk = vec2(r1_9 * cos(theta_9), r1_9 * sin(theta_9)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_10 = sqrt(10.0 / 16.0); + float r2_10 = fract(11.0 / 3.0); + float theta_10 = TWOPI * r2_10; + poissonDisk = vec2(r1_10 * cos(theta_10), r1_10 * sin(theta_10)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_11 = sqrt(11.0 / 16.0); + float r2_11 = fract(12.0 / 3.0); + float theta_11 = TWOPI * r2_11; + poissonDisk = vec2(r1_11 * cos(theta_11), r1_11 * sin(theta_11)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_12 = sqrt(12.0 / 16.0); + float r2_12 = fract(13.0 / 3.0); + float theta_12 = TWOPI * r2_12; + poissonDisk = vec2(r1_12 * cos(theta_12), r1_12 * sin(theta_12)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_13 = sqrt(13.0 / 16.0); + float r2_13 = fract(14.0 / 3.0); + float theta_13 = TWOPI * r2_13; + poissonDisk = vec2(r1_13 * cos(theta_13), r1_13 * sin(theta_13)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_14 = sqrt(14.0 / 16.0); + float r2_14 = fract(15.0 / 3.0); + float theta_14 = TWOPI * r2_14; + poissonDisk = vec2(r1_14 * cos(theta_14), r1_14 * sin(theta_14)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + float r1_15 = sqrt(15.0 / 16.0); + float r2_15 = fract(16.0 / 3.0); + float theta_15 = TWOPI * r2_15; + poissonDisk = vec2(r1_15 * cos(theta_15), r1_15 * sin(theta_15)); + color += texture2D(tex, uv + poissonDisk * sampleRadius); + + return bilateralFilter(tex, uv, color, sampleRadius, noiseThreshold, intensity); +} +void main() { + vec2 tc_no_dist = v_texcoord; + + vec2 tc = applyBarrelDistortion(tc_no_dist, DISTORTION_AMOUNT); + + // [-1, 1] + vec2 tc_no_dist_symmetric = tc_no_dist * 2.0 - 1.0; + + // [0,1] + vec2 tc_no_dist_normalized = (tc_no_dist_symmetric + 1.0) / 2.0; + + // vec4 color = texture2D(tex, tc); + vec4 color = supersample(tex, tc, SAMPLING_RADIUS, NOISE_THRESHOLD, DENOISE_INTENSITY); + + color = applyAdaptiveSharpen(tc, color, tex); + + color = applyPhosphorGlow(tc, color, tex); + + color = reduceGlare(color); + + color = mix(applyFakeHDREffect(color, HDR_BRIGHTNESS, HDR_CONTRAST, HDR_SATURATION, HDR_BLOOM), color, 0.5); + + color = applyColorCorrection(color); + + color /= SUPERSAMPLING_SAMPLES; + + color = mix(applyChromaticAberration(tc, color), color, 0.25); + + color = mix(color, applyVignette(color), 0.37); + + color = applyBorder(tc_no_dist_normalized, color, 1.0 - BORDER_SIZE * BORDER_RADIUS, BORDER_COLOR); + + color = mix(applyBorder(tc, color, BORDER_SIZE, BORDER_COLOR), color, 0.05); + + color = applyScanlines(tc, color); + + gl_FragColor = color; + gl_FragColor.a = 1.0; +} + 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 @@ + +precision highp float; +varying vec2 v_texcoord; +uniform sampler2D tex; +uniform float time; + +void warpco(inout vec2 tc) { + tc -= 0.5; + tc *= length(tc) * 2.0; + tc += 0.5; +} + +float rand1d(float seed) { + return sin(seed*1454.0); +} + +float rand2d(vec2 co) +{ + return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); +} + +vec3 rgb(in vec2 tc, float freq, float amp, inout vec4 centre) { + vec2 off = vec2(1.0/800.0, 0.0) * sin(tc.t * freq + time) * amp; + vec2 off2 = vec2(1.0/800.0, 0.0) * sin(tc.t * freq - time * 1.5) * amp; + centre = texture2D(tex, tc); + return vec3(texture2D(tex, tc-off).r, centre.g, texture2D(tex, tc+off2).b); +} + +void main() { + // vec2 px = 1.0 / textureSize(tex, 0).st; + vec2 tc = v_texcoord; + warpco(tc); + tc = mix(v_texcoord, tc, sin(time * 2.0)*0.07); + tc.x += rand2d(floor(tc * 20.0 + floor(time * 2.5))) * 0.01; + tc.x += rand1d(floor(tc.x * 40.0)) * 0.005 * rand1d(time * 0.001); + tc.y += sin(tc.x + time) * 0.02; + vec4 centre; + vec3 bent = rgb(tc, 100.0, 5.0, centre); + vec3 col = mix(centre.rgb, bent, sin(time)); + gl_FragColor = vec4(col, centre.a); + // gl_FragColor = vec4(texture2D(tex, v_texcoord)); +} \ 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 @@ +// vim: set ft=glsl: +// blue light filter shader +// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux + +precision mediump float; +varying vec2 v_texcoord; +uniform sampler2D tex; + +void main() { + + vec4 pixColor = texture2D(tex, v_texcoord); + + // red + pixColor[0] *= 0.7; + // green + pixColor[1] *= 0.6; + // blue + pixColor[2] *= 0.5; + + gl_FragColor = pixColor; +} 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 @@ +// vim: set ft=glsl: +// blue light filter shader +// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux + +precision mediump float; +varying vec2 v_texcoord; +uniform sampler2D tex; + +void main() { + vec4 pixColor = texture2D(tex, v_texcoord); + pixColor.rgb = 1.0 - pixColor.rgb; + gl_FragColor = pixColor; +} \ 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 @@ +// -*- mode:c -*- +precision lowp float; +varying vec2 v_texcoord; +uniform sampler2D tex; + +float distanceSquared(vec3 pixColor, vec3 solarizedColor) { + vec3 distanceVector = pixColor - solarizedColor; + return dot(distanceVector, distanceVector); +} + +void main() { + vec3 solarized[16]; + solarized[0] = vec3(0.,0.169,0.212); + solarized[1] = vec3(0.027,0.212,0.259); + solarized[2] = vec3(0.345,0.431,0.459); + solarized[3] = vec3(0.396,0.482,0.514); + solarized[4] = vec3(0.514,0.58,0.588); + solarized[5] = vec3(0.576,0.631,0.631); + solarized[6] = vec3(0.933,0.91,0.835); + solarized[7] = vec3(0.992,0.965,0.89); + solarized[8] = vec3(0.71,0.537,0.); + solarized[9] = vec3(0.796,0.294,0.086); + solarized[10] = vec3(0.863,0.196,0.184); + solarized[11] = vec3(0.827,0.212,0.51); + solarized[12] = vec3(0.424,0.443,0.769); + solarized[13] = vec3(0.149,0.545,0.824); + solarized[14] = vec3(0.165,0.631,0.596); + solarized[15] = vec3(0.522,0.6,0.); + + vec3 pixColor = vec3(texture2D(tex, v_texcoord)); + int closest = 0; + float closestDistanceSquared = distanceSquared(pixColor, solarized[0]); + for (int i = 1; i < 15; i++) { + float newDistanceSquared = distanceSquared(pixColor, solarized[i]); + if (newDistanceSquared < closestDistanceSquared) { + closest = i; + closestDistanceSquared = newDistanceSquared; + } + } + gl_FragColor = vec4(solarized[closest], 1.); +} -- cgit v1.2.3-70-g09d2