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/conf/autostart.conf | 39 ++ .config/hypr/conf/keybinds.conf | 94 ++++ .config/hypr/conf/monitor.conf | 5 + .../hypr/conf/sound_brightness_notifications.conf | 9 + .config/hypr/conf/windowrules.conf | 67 +++ .config/hypr/hyprland.conf | 122 +++++ .config/hypr/hyprlock.conf | 88 ++++ .config/hypr/hyprpaper.conf | 5 + .config/hypr/hyprshade.toml | 4 + .config/hypr/mocha.conf | 77 ++++ .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 ++ 16 files changed, 1162 insertions(+) create mode 100644 .config/hypr/conf/autostart.conf create mode 100644 .config/hypr/conf/keybinds.conf create mode 100644 .config/hypr/conf/monitor.conf create mode 100644 .config/hypr/conf/sound_brightness_notifications.conf create mode 100644 .config/hypr/conf/windowrules.conf create mode 100644 .config/hypr/hyprland.conf create mode 100644 .config/hypr/hyprlock.conf create mode 100644 .config/hypr/hyprpaper.conf create mode 100644 .config/hypr/hyprshade.toml create mode 100644 .config/hypr/mocha.conf 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') 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 @@ +# See https://wiki.hyprland.org/Configuring/Keywords/#executing +# autostart + +# Setup XDG for screen sharing +exec-once = ~/.local/bin/xdg.sh + +# Polkit +exec-once = /usr/lib/polkit-kde-authentication-agent-1 + +# Sway Notification Center +exec-once = swaync + +# Polybar +exec-once = waybar + +# Dropbox +exec-once = nextcloud --background + +# Clipboard Manager +exec-once = copyq --start-server + +# Wallpaper +exec-once = hyprpaper + +# Daily Reminders +exec-once = remind -z -k'notify-send --app-name="remind" --icon="fcitx-remind-active" "⏰ reminder!" "%s" &' ~/.reminders + +# Start playerctl daemon, spotify/youtube etc. binder +exec-once = playerctld daemon + +# For hyprshade scheduling, f.lux +exec-once = dbus-update-activation-environment --systemd HYPRLAND_INSTANCE_SIGNATURE +exec-once = hyprshade auto + +# Network Manager Applet +exec-once = nm-applet + +# Cursor +exec-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 @@ +# Key bindings + +# See https://wiki.hyprland.org/Configuring/Keywords/ +$mainMod = SUPER +$terminal = kitty +$fileManager = thunar +$menu = tofi-drun | xargs hyprctl dispatch exec -- + +# Applications +bind = $mainMod+SHIFT, code:41, exec, $fileManager # f +bind = $mainMod, RETURN, exec, $terminal +bind = $mainMod, code:71, exec, $HOME/.local/bin/mailsync # f5 +bind = ,code:118, exec, copyq menu # ins +bind = $mainMod, 0, exec, swaync-client --hide-latest +bind = $mainMod+SHIFT, 0, exec, swaync-client -t +bindr = SUPER+SHIFT, escape, exec, $HOME/.local/bin/wpower.sh +bindr = $mainMod, code:42, exec, $HOME/.local/bin/done # g +bindr = $mainMod, code:30, exec, $HOME/.local/bin/bukuadd_c # u +bindr = $mainMod, code:35, exec, $HOME/.local/bin/td # ] + +bind = $mainMod+SHIFT, code:24, killactive, # q +bind = $mainMod, code:55, togglefloating, # v +bind = $mainMod, code:40, exec, $menu # d +bind = $mainMod, code:27, pseudo, # p, dwindle +bind = $mainMod, code:26, togglesplit, # e, dwindle +bind = $mainMod, code:41, fullscreen, 2 # f + +bindl = , XF86AudioPlay, exec, playerctl play-pause +bindl = , XF86AudioNext, exec, playerctl next +bindl = , XF86AudioPrev, exec, playerctl previous + +# Screenshots: +# Super+P: Current window +# Super+Shift+p: Select area +# Super+Alt+p Current output +# Super+Ctrl+p All outputs + +# Optionally, customize slurp's appearance +env = SLURP_ARGS, -d -B F050F022 -b 10101022 -c ff00ff + +bind = ,Print, exec, ~/.local/bin/screenshot.sh +bind = SHIFT, Print, exec, grimblast copy area + +# Move focus +bind = $mainMod, code:43, movefocus, l +bind = $mainMod, code:44, movefocus, d +bind = $mainMod, code:45, movefocus, u +bind = $mainMod, code:46, movefocus, r + +# Move window +bind = $mainMod+SHIFT, code:43, movewindow, l +bind = $mainMod+SHIFT, code:44, movewindow, d +bind = $mainMod+SHIFT, code:45, movewindow, u +bind = $mainMod+SHIFT, code:46, movewindow, r + +# Switch workspaces with mainMod + [0-9] +bind = $mainMod, 1, workspace, 1 +bind = $mainMod, 2, workspace, 2 +bind = $mainMod, 3, workspace, 3 +bind = $mainMod, 4, workspace, 4 +bind = $mainMod, 5, workspace, 5 +bind = $mainMod, 6, workspace, 6 +bind = $mainMod, 7, workspace, 7 +bind = $mainMod, 8, workspace, 8 +bind = $mainMod, 9, workspace, 9 +bind = $mainMod, code:21, workspace, name:browser +bind = $mainMod, code:49, workspace, name:zotero +bind = $mainMod, code:60, workspace, name:desktop +bind = $mainMod, code:59, workspace, name:console +bind = $mainMod, code:58, workspace, name:music + +# Example special workspace (scratchpad) +bind = $mainMod, code:20, togglespecialworkspace, magic # - +bind = $mainMod SHIFT, code:20, movetoworkspace, special:magic + +# Move active window to a workspace with mainMod + SHIFT + [0-9] +bind = $mainMod SHIFT, 1, movetoworkspace, 1 +bind = $mainMod SHIFT, 2, movetoworkspace, 2 +bind = $mainMod SHIFT, 3, movetoworkspace, 3 +bind = $mainMod SHIFT, 4, movetoworkspace, 4 +bind = $mainMod SHIFT, 5, movetoworkspace, 5 +bind = $mainMod SHIFT, 6, movetoworkspace, 6 +bind = $mainMod SHIFT, 7, movetoworkspace, 7 +bind = $mainMod SHIFT, 8, movetoworkspace, 8 +bind = $mainMod SHIFT, 9, movetoworkspace, 9 +bind = $mainMod SHIFT, code:21, movetoworkspace, name:browser +bind = $mainMod SHIFT, code:49, movetoworkspace, name:zotero +bind = $mainMod SHIFT, code:60, movetoworkspace, name:desktop +bind = $mainMod SHIFT, code:59, movetoworkspace, name:console +bind = $mainMod SHIFT, code:58, movetoworkspace, name:music + +# Move/resize windows with mainMod + LMB/RMB and dragging +bindm = $mainMod, mouse:272, movewindow +bindm = $mainMod, mouse:273, resizewindow diff --git a/.config/hypr/conf/monitor.conf b/.config/hypr/conf/monitor.conf new file mode 100644 index 0000000..e04dfb1 --- /dev/null +++ b/.config/hypr/conf/monitor.conf @@ -0,0 +1,5 @@ +# qualle monitor +monitor=eDP-1,highres,auto,1 + +# # autoconfig any additional monitor +monitor=HDMI-A-1,highres,auto-up,1.25 diff --git a/.config/hypr/conf/sound_brightness_notifications.conf b/.config/hypr/conf/sound_brightness_notifications.conf new file mode 100644 index 0000000..e198237 --- /dev/null +++ b/.config/hypr/conf/sound_brightness_notifications.conf @@ -0,0 +1,9 @@ +bind = , XF86MonBrightnessUp, exec, lightctl up +bind = , XF86MonBrightnessDown, exec, lightctl down + +bindl = , XF86AudioMicMute, exec, volumectl -m toggle-mute +bindl = , XF86AudioMute, exec, volumectl toggle-mute +bindle = , XF86AudioRaiseVolume, exec, volumectl -u up +bindle = , XF86AudioLowerVolume, exec, volumectl -u down + +exec-once = avizo-service diff --git a/.config/hypr/conf/windowrules.conf b/.config/hypr/conf/windowrules.conf new file mode 100644 index 0000000..178a1bc --- /dev/null +++ b/.config/hypr/conf/windowrules.conf @@ -0,0 +1,67 @@ +# See https://wiki.hyprland.org/Configuring/Window-Rules/ +windowrulev2 = suppressevent maximize, class:.* + +# polkit auth agent +windowrulev2 = float, class:org.kde.polkit-kde-authentication-agent-1 + +# yad +windowrulev2 = float, class:yad + +# Libre Office +windowrulev2 = size 800 600, class:soffice,title:Export + +# Blueman +windowrulev2 = float,class:^(blueman-manager)$ + +# NetworkManager +windowrulev2 = float,class:^(nm-connection-editor)$ + +# Pavucontrol +windowrulev2 = float,class:^(org.pulseaudio.pavucontrol)$ +windowrulev2 = size 800 600,class:^(org.pulseaudio.pavucontrol)$ + +# copyq +windowrulev2 = float, class:com.github.hluk.copyq +windowrulev2 = noborder, class:com.github.hluk.copyq +windowrulev2 = noblur, class:com.github.hluk.copyq +windowrulev2 = dimaround, class:com.github.hluk.copyq +windowrulev2 = move 70% 10%, class:com.github.hluk.copyq + +# Firefox +windowrulev2 = workspace name:browser silent, class:firefox + +# Browser Picture in Picture +windowrulev2 = float, title:^(Picture-in-Picture)$ +windowrulev2 = pin, title:^(Picture-in-Picture)$ +windowrulev2 = move 72% 40%, title:^(Picture-in-Picture)$ +windowrulev2 = size 520 390, title:^(Picture-in-Picture)$ + +# Discord Popout +windowrulev2 = float, title:^(Discord Popout)$ +windowrulev2 = pin, title:^(Discord Popout)$ +windowrulev2 = move 72% 40%, title:^(Discord Popout)$ +windowrulev2 = size 573 354, title:^(Discord Popout)$ + +# Xwaylandvideobridge +windowrulev2 = opacity 0.0 override,class:^(xwaylandvideobridge)$ +windowrulev2 = noanim,class:^(xwaylandvideobridge)$ +windowrulev2 = noinitialfocus,class:^(xwaylandvideobridge)$ +windowrulev2 = maxsize 1 1,class:^(xwaylandvideobridge)$ +windowrulev2 = noblur,class:^(xwaylandvideobridge)$ + +# Zotero +windowrulev2 = workspace name:zotero silent, class:Zotero + +windowrulev2 = float, class:^(Zotero)$,title:^(Progress)$ +windowrulev2 = noinitialfocus, class:^(Zotero)$,title:^(Progress)$ +windowrulev2 = move 1579 954, class:^(Zotero)$,title:^(Progress)$ +windowrulev2 = size 300 72, class:^(Zotero)$,title:^(Progress)$ +windowrulev2 = size 445 195, class:^(Zotero)$,title:^(New Collection)$ + +# Thunar +windowrulev2 = float, class:^(Thunar)$,title:^(File Operation Progress)$ +windowrulev2 = noinitialfocus, class:^(Thunar)$,title:^(File Operation Progress)$ +windowrulev2 = size 505 100, class:^(Thunar)$,title:^(File Operation Progress)$ + +# Spotify +windowrulev2 = 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 @@ +# hyprland config +# https://wiki.hyprland.org/ + +source = ~/.config/hypr/conf/monitor.conf + +source = ~/.config/hypr/conf/autostart.conf + +source = ~/.config/hypr/conf/keybinds.conf + +source = ~/.config/hypr/conf/sound_brightness_notifications.conf + +source = ~/.config/hypr/conf/windowrules.conf + +# Some default env vars. +env = GDK_BACKEND,wayland,x11,* +env = QT_QPA_PLATFORM,wayland;xcb +env = CLUTTER_BACKEND,wayland +env = XDG_CURRENT_DESKTOP,Hyprland +env = XDG_SESSION_TYPE,wayland +env = XDG_SESSION_DESKTOP,Hyprland + +env = QT_AUTO_SCREEN_SCALE_FACTOR,1 - (From the Qt documentation) enables automatic scaling, based on the monitor’s pixel density +env = QT_QPA_PLATFORM,wayland;xcb - Tell Qt applications to use the Wayland backend, and fall back to x11 if Wayland is unavailable +env = QT_WAYLAND_DISABLE_WINDOWDECORATION,1 - Disables window decorations on Qt applications +env = QT_QPA_PLATFORMTHEME,qt5ct - Tells Qt based applications to pick your theme from qt5ct, use with Kvantum. + +env = XCURSOR_SIZE,24 +env = QT_QPA_PLATFORMTHEME,qt6ct # change to qt6ct if you have that +env = SEMESTER_THEME,you got this + +# For all categories, see https://wiki.hyprland.org/Configuring/Variables/ +input { + kb_layout = us + kb_variant = colemak + kb_model = + kb_options = + kb_rules = + numlock_by_default = true + + follow_mouse = 1 + + touchpad { + natural_scroll = true + } + + sensitivity = 0 # -1.0 - 1.0, 0 means no modification. +} + +general { + # See https://wiki.hyprland.org/Configuring/Variables/ + + gaps_in = 3 + gaps_out = 6 + border_size = 2 + col.active_border = rgba(33ccffee) rgba(00ff99ee) 45deg + col.inactive_border = rgba(595959aa) + + layout = dwindle + + # Please see https://wiki.hyprland.org/Configuring/Tearing/ before you turn this on + allow_tearing = false +} + +decoration { + # See https://wiki.hyprland.org/Configuring/Variables/ + + rounding = 0 + + blur { + enabled = true + size = 20 + passes = 1 + } + + drop_shadow = yes + shadow_range = 4 + shadow_render_power = 3 + col.shadow = rgba(1a1a1aee) +} + +animations { + enabled = yes + + # Some default animations, see https://wiki.hyprland.org/Configuring/Animations/ + + bezier = myBezier, 0.05, 0.9, 0.1, 1.05 + + animation = windows, 1, 7, myBezier + animation = windowsOut, 1, 7, default, popin 80% + animation = border, 1, 10, default + animation = borderangle, 1, 8, default + animation = fade, 1, 7, default + animation = workspaces, 1, 6, default +} + +dwindle { + # See https://wiki.hyprland.org/Configuring/Dwindle-Layout/ + pseudotile = yes # master switch for pseudotiling. Enabling is bound to mainMod + P in the keybinds section below + preserve_split = yes # you probably want this +} + +master { + # See https://wiki.hyprland.org/Configuring/Master-Layout/ + new_status = master +} + +gestures { + # See https://wiki.hyprland.org/Configuring/Variables/ + workspace_swipe = on +} + +misc { + # See https://wiki.hyprland.org/Configuring/Variables/ + force_default_wallpaper = 0 # Set to 0 or 1 to disable the anime mascot wallpapers +} + +binds { + workspace_back_and_forth = true +} + + +exec-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 @@ +source = $HOME/.config/hypr/mocha.conf + +$accent = $mauve +$accentAlpha = $mauveAlpha +$font = Iosevka Aile + +# GENERAL +general { + disable_loading_bar = true + hide_cursor = true +} + +# BACKGROUND +background { + monitor = + path = $HOME/desk/pics/lockscreen.jpg + blur_passes = 0 + color = $base +} + +# TIME +label { + monitor = + text = $TIME + color = $text + font_size = 90 + font_family = $font + position = -30, 0 + halign = right + valign = top +} + +# DATE +label { + monitor = + text = cmd[update:43200000] date +"%A, %d %B %Y" + color = $text + font_size = 25 + font_family = $font + position = -30, -150 + halign = right + valign = top +} + +# USER AVATAR +image { + monitor = + path = $HOME/desk/pics/big_cat_hi.jpeg + size = 100 + border_color = $accent + position = 0, 75 + halign = center + valign = center +} + +# INPUT FIELD +input-field { + monitor = + size = 300, 60 + outline_thickness = 4 + dots_size = 0.2 + dots_spacing = 0.2 + dots_center = true + outer_color = $accent + inner_color = $surface0 + font_color = $text + fade_on_empty = false + placeholder_text = 󰌾 logged in as $USER + hide_input = false + check_color = $accent + fail_color = $red + fail_text = $FAIL ($ATTEMPTS) + capslock_color = $yellow + position = 0, -47 + halign = center + valign = center +} + +label { + monitor = + text = no place like home + color = $text_color + font_size = 20 + font_family = $font_family + position = 30, -30 + halign = left + valign = top +} 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 @@ +preload = $HOME/desk/pics/vodka_fareler.jpg +preload = /home/yigit/desk/pics/lightcircle.jpg +wallpaper = eDP-1,$HOME/desk/pics/vodka_fareler.jpg +wallpaper = HDMI-A-1,$HOME/desk/pics/lightcircle.jpg +splash = false diff --git a/.config/hypr/hyprshade.toml b/.config/hypr/hyprshade.toml new file mode 100644 index 0000000..c8024e3 --- /dev/null +++ b/.config/hypr/hyprshade.toml @@ -0,0 +1,4 @@ +[[shades]] +name = "blue-light-filter" +start_time = 19:00:00 +end_time = 06:00:00 diff --git a/.config/hypr/mocha.conf b/.config/hypr/mocha.conf new file mode 100644 index 0000000..2b80922 --- /dev/null +++ b/.config/hypr/mocha.conf @@ -0,0 +1,77 @@ +$rosewater = rgb(f5e0dc) +$rosewaterAlpha = f5e0dc + +$flamingo = rgb(f2cdcd) +$flamingoAlpha = f2cdcd + +$pink = rgb(f5c2e7) +$pinkAlpha = f5c2e7 + +$mauve = rgb(cba6f7) +$mauveAlpha = cba6f7 + +$red = rgb(f38ba8) +$redAlpha = f38ba8 + +$maroon = rgb(eba0ac) +$maroonAlpha = eba0ac + +$peach = rgb(fab387) +$peachAlpha = fab387 + +$yellow = rgb(f9e2af) +$yellowAlpha = f9e2af + +$green = rgb(a6e3a1) +$greenAlpha = a6e3a1 + +$teal = rgb(94e2d5) +$tealAlpha = 94e2d5 + +$sky = rgb(89dceb) +$skyAlpha = 89dceb + +$sapphire = rgb(74c7ec) +$sapphireAlpha = 74c7ec + +$blue = rgb(89b4fa) +$blueAlpha = 89b4fa + +$lavender = rgb(b4befe) +$lavenderAlpha = b4befe + +$text = rgb(cdd6f4) +$textAlpha = cdd6f4 + +$subtext1 = rgb(bac2de) +$subtext1Alpha = bac2de + +$subtext0 = rgb(a6adc8) +$subtext0Alpha = a6adc8 + +$overlay2 = rgb(9399b2) +$overlay2Alpha = 9399b2 + +$overlay1 = rgb(7f849c) +$overlay1Alpha = 7f849c + +$overlay0 = rgb(6c7086) +$overlay0Alpha = 6c7086 + +$surface2 = rgb(585b70) +$surface2Alpha = 585b70 + +$surface1 = rgb(45475a) +$surface1Alpha = 45475a + +$surface0 = rgb(313244) +$surface0Alpha = 313244 + +$base = rgb(1e1e2e) +$baseAlpha = 1e1e2e + +$mantle = rgb(181825) +$mantleAlpha = 181825 + +$crust = rgb(11111b) +$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 @@ +// 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