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Shaders from #22
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// blooms entire screen (https://github.com/hyprland-community/awesome-hyprland/issues/22#issuecomment-1682012576) credit to https://github.com/mekb-turtle | ||
#version 330 core | ||
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precision mediump float; | ||
varying vec2 v_texcoord; | ||
uniform sampler2D tex; | ||
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uniform int bloomRadius = 10; | ||
uniform float bloomIntensity = 0.7f; | ||
uniform float bloomThreshold = 0.4f; | ||
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void main() { | ||
vec4 color = texture(tex, v_texcoord); | ||
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vec4 bloomThreshold4 = vec4(bloomThreshold); | ||
bloomThreshold4.w = 0.0f; | ||
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vec2 invTextureSize = 1.0f / textureSize(tex, 0); | ||
float invBloomRadius = bloomRadius == 0 ? 1.0f : 1.0f / float(bloomRadius); | ||
float invBloomThreshold = 1.0f / (1.0f - bloomThreshold); | ||
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float samples = 0.0f; | ||
vec4 colorSum = vec4(0.0f); | ||
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for (int x = -bloomRadius; x <= bloomRadius; ++x) { | ||
for (int y = -bloomRadius; y <= bloomRadius; ++y) { | ||
vec2 offset = vec2(x, y) * invTextureSize; | ||
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vec2 coords = v_texcoord + offset; | ||
vec4 color = texture(tex, coords); | ||
color = max(color - bloomThreshold, vec4(0.0f)); | ||
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float strength = 1 - (length(offset) * invBloomRadius); | ||
samples += strength; | ||
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strength *= max(max(color.x, color.y), color.z) * invBloomThreshold; | ||
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strength *= bloomIntensity; | ||
colorSum += color * strength; | ||
} | ||
} | ||
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colorSum /= samples; | ||
gl_FragColor = min(color + colorSum, 1.0f); | ||
} |
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// bluelight filter for hyprland (https://github.com/hyprwm/Hyprland/issues/1140#issuecomment-1335128437) credit to https://github.com/MahouShoujoMivutilde | ||
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precision mediump float; | ||
varying vec2 v_texcoord; | ||
uniform sampler2D tex; | ||
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const float temperature = 2600.0; | ||
const float temperatureStrength = 1.0; | ||
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#define WithQuickAndDirtyLuminancePreservation | ||
const float LuminancePreservationFactor = 1.0; | ||
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// function from https://www.shadertoy.com/view/4sc3D7 | ||
// valid from 1000 to 40000 K (and additionally 0 for pure full white) | ||
vec3 colorTemperatureToRGB(const in float temperature){ | ||
// values from: http://blenderartists.org/forum/showthread.php?270332-OSL-Goodness&p=2268693&viewfull=1#post2268693 | ||
mat3 m = (temperature <= 6500.0) ? mat3(vec3(0.0, -2902.1955373783176, -8257.7997278925690), | ||
vec3(0.0, 1669.5803561666639, 2575.2827530017594), | ||
vec3(1.0, 1.3302673723350029, 1.8993753891711275)) : | ||
mat3(vec3(1745.0425298314172, 1216.6168361476490, -8257.7997278925690), | ||
vec3(-2666.3474220535695, -2173.1012343082230, 2575.2827530017594), | ||
vec3(0.55995389139931482, 0.70381203140554553, 1.8993753891711275)); | ||
return mix( | ||
clamp(vec3(m[0] / (vec3(clamp(temperature, 1000.0, 40000.0)) + m[1]) + m[2]), vec3(0.0), vec3(1.0)), | ||
vec3(1.0), | ||
smoothstep(1000.0, 0.0, temperature) | ||
); | ||
} | ||
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void main() { | ||
vec4 pixColor = texture2D(tex, v_texcoord); | ||
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// RGB | ||
vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]); | ||
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#ifdef WithQuickAndDirtyLuminancePreservation | ||
color *= mix(1.0, | ||
dot(color, vec3(0.2126, 0.7152, 0.0722)) / max(dot(color, vec3(0.2126, 0.7152, 0.0722)), 1e-5), | ||
LuminancePreservationFactor); | ||
#endif | ||
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color = mix(color, color * colorTemperatureToRGB(temperature), temperatureStrength); | ||
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vec4 outCol = vec4(color, pixColor[3]); | ||
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gl_FragColor = outCol; | ||
} |
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// blurs whole screen (https://github.com/hyprland-community/awesome-hyprland/issues/22#issuecomment-1681505196) credit to https://github.com/mekb-turtle | ||
#version 330 core | ||
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precision mediump float; | ||
varying vec2 v_texcoord; | ||
uniform sampler2D tex; | ||
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uniform int blurRadius = 1; | ||
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void main() { | ||
if (blurRadius <= 0) { | ||
gl_FragColor = texture(tex, v_texcoord); | ||
return; | ||
} | ||
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vec2 invTextureSize = 1.0f / textureSize(tex, 0); | ||
float invBlurRadius = 1.0f / float(blurRadius); | ||
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float samples = 0.0f; | ||
vec4 colorSum = vec4(0.0f); | ||
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for (int x = -blurRadius; x <= blurRadius; ++x) { | ||
for (int y = -blurRadius; y <= blurRadius; ++y) { | ||
vec2 offset = vec2(x, y) * invTextureSize; | ||
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float strength = 1 - (length(offset) * invBlurRadius); | ||
samples += strength; | ||
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vec2 coords = v_texcoord + offset; | ||
colorSum += texture(tex, coords) * strength; | ||
} | ||
} | ||
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colorSum /= samples; | ||
gl_FragColor = colorSum; | ||
} |
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