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refactor: make the whole thing more generic
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39
modules/home-manager/desktops/hyprland/hypr/shaders/vibrance.frag
Executable file
39
modules/home-manager/desktops/hyprland/hypr/shaders/vibrance.frag
Executable file
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// vibrance for hyprland
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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// see https://github.com/CeeJayDK/SweetFX/blob/a792aee788c6203385a858ebdea82a77f81c67f0/Shaders/Vibrance.fx#L20-L30
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const vec3 VIB_RGB_BALANCE = vec3(1.0, 1.0, 1.0);
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const float VIB_VIBRANCE = 0.15;
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const vec3 VIB_coeffVibrance = VIB_RGB_BALANCE * -VIB_VIBRANCE;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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// RGB
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vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]);
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// vec3 VIB_coefLuma = vec3(0.333333, 0.333334, 0.333333); // was for `if VIB_LUMA == 1`
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vec3 VIB_coefLuma = vec3(0.212656, 0.715158, 0.072186); // try both and see which one looks nicer.
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float luma = dot(VIB_coefLuma, color);
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float max_color = max(color[0], max(color[1], color[2]));
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float min_color = min(color[0], min(color[1], color[2]));
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float color_saturation = max_color - min_color;
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vec3 p_col = vec3(vec3(vec3(vec3(sign(VIB_coeffVibrance) * color_saturation) - 1.0) * VIB_coeffVibrance) + 1.0);
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pixColor[0] = mix(luma, color[0], p_col[0]);
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pixColor[1] = mix(luma, color[1], p_col[1]);
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pixColor[2] = mix(luma, color[2], p_col[2]);
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gl_FragColor = pixColor;
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}
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