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refactor: make the whole thing more generic
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41
modules/home-manager/desktops/hyprland/hypr/shaders/solarized.frag
Executable file
41
modules/home-manager/desktops/hyprland/hypr/shaders/solarized.frag
Executable file
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// -*- mode:c -*-
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precision lowp float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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float distanceSquared(vec3 pixColor, vec3 solarizedColor) {
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vec3 distanceVector = pixColor - solarizedColor;
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return dot(distanceVector, distanceVector);
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}
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void main() {
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vec3 solarized[16];
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solarized[0] = vec3(0.,0.169,0.212);
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solarized[1] = vec3(0.027,0.212,0.259);
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solarized[2] = vec3(0.345,0.431,0.459);
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solarized[3] = vec3(0.396,0.482,0.514);
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solarized[4] = vec3(0.514,0.58,0.588);
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solarized[5] = vec3(0.576,0.631,0.631);
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solarized[6] = vec3(0.933,0.91,0.835);
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solarized[7] = vec3(0.992,0.965,0.89);
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solarized[8] = vec3(0.71,0.537,0.);
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solarized[9] = vec3(0.796,0.294,0.086);
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solarized[10] = vec3(0.863,0.196,0.184);
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solarized[11] = vec3(0.827,0.212,0.51);
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solarized[12] = vec3(0.424,0.443,0.769);
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solarized[13] = vec3(0.149,0.545,0.824);
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solarized[14] = vec3(0.165,0.631,0.596);
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solarized[15] = vec3(0.522,0.6,0.);
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vec3 pixColor = vec3(texture2D(tex, v_texcoord));
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int closest = 0;
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float closestDistanceSquared = distanceSquared(pixColor, solarized[0]);
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for (int i = 1; i < 15; i++) {
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float newDistanceSquared = distanceSquared(pixColor, solarized[i]);
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if (newDistanceSquared < closestDistanceSquared) {
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closest = i;
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closestDistanceSquared = newDistanceSquared;
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}
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}
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gl_FragColor = vec4(solarized[closest], 1.);
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}
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