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https://github.com/Theaninova/TheaninovOS.git
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20
desktops/hyprland/hypr/shaders/bluefilter.frag
Executable file
20
desktops/hyprland/hypr/shaders/bluefilter.frag
Executable file
@@ -0,0 +1,20 @@
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// vim: set ft=glsl:
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// blue light filter shader
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// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
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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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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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// green
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pixColor[1] *= 0.855;
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// blue
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pixColor[2] *= 0.725;
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gl_FragColor = pixColor;
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}
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39
desktops/hyprland/hypr/shaders/blur.frag
Executable file
39
desktops/hyprland/hypr/shaders/blur.frag
Executable file
@@ -0,0 +1,39 @@
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlpha;
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uniform float discardAlphaValue;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
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discard;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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}
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24
desktops/hyprland/hypr/shaders/chromatic_abberation.frag
Executable file
24
desktops/hyprland/hypr/shaders/chromatic_abberation.frag
Executable file
@@ -0,0 +1,24 @@
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// vim: set ft=glsl:
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precision highp float;
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varying highp vec2 v_texcoord;
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uniform highp sampler2D tex;
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#define STRENGTH 0.0027
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void main() {
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vec2 center = vec2(0.5, 0.5);
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vec2 offset = (v_texcoord - center) * STRENGTH;
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float rSquared = dot(offset, offset);
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float distortion = 1.0 + 1.0 * rSquared;
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vec2 distortedOffset = offset * distortion;
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vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y);
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vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y);
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vec4 redColor = texture2D(tex, v_texcoord + redOffset);
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vec4 blueColor = texture2D(tex, v_texcoord + blueOffset);
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gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0);
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}
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511
desktops/hyprland/hypr/shaders/crt.frag
Executable file
511
desktops/hyprland/hypr/shaders/crt.frag
Executable file
@@ -0,0 +1,511 @@
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#version 100
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precision highp float;
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varying highp vec2 v_texcoord;
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varying highp vec3 v_pos;
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uniform highp sampler2D tex;
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uniform lowp float time;
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#define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border
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#define BORDER_RADIUS 1.0 // larger vignette radius
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#define BORDER_SIZE 0.01 // small border size
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#define CHROMATIC_ABERRATION_STRENGTH 0.00
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#define DENOISE_INTENSITY 0.0001 //
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#define DISTORTION_AMOUNT 0.00 // moderate distortion amount
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#define HDR_BLOOM 0.75 // bloom intensity
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#define HDR_BRIGHTNESS 0.011 // brightness
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#define HDR_CONTRAST 0.011 // contrast
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#define HDR_SATURATION 1.0// saturation
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#define LENS_DISTORTION_AMOUNT 0.0
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#define NOISE_THRESHOLD 0.0001
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#define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow
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#define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow
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#define SAMPLING_RADIUS 0.0001
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#define SCANLINE_FREQUENCY 540.0
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#define SCANLINE_THICKNESS 0.0507
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#define SCANLINE_TIME time * 471.24
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#define SHARPNESS 0.25
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#define SUPERSAMPLING_SAMPLES 16.0
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#define VIGNETTE_RADIUS 0.0 // larger vignette radius
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#define PI 3.14159265359
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#define TWOPI 6.28318530718
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vec2 applyBarrelDistortion(vec2 coord, float amt) {
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vec2 p = coord.xy / vec2(1.0);
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vec2 v = p * 2.0 - vec2(1.0);
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float r = dot(v, v);
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float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0);
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vec2 result = v * k;
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return vec2(0.5, 0.5) + 0.5 * result.xy;
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}
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vec4 applyColorCorrection(vec4 color) {
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color.rgb *= vec3(1.0, 0.79, 0.89);
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return vec4(color.rgb, 1.0);
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}
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vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) {
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float dist_x = min(tc.x, 1.0 - tc.x);
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float dist_y = min(tc.y, 1.0 - tc.y);
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float dist = min(dist_x, dist_y) * -1.0;
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float border = smoothstep(borderSize, 0.0, dist);
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border += smoothstep(borderSize, 0.0, dist);
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return mix(color, borderColor, border);
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}
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vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) {
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color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5);
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vec3 crtfactor = vec3(1.05, 0.92, 1.0);
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color.rgb = pow(color.rgb, crtfactor);
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// // NTSC
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// vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
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// // BT.709
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// vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
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// BT.2020
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vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
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// // Warm NTSC
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// vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
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float luminance = dot(color.rgb, lumCoeff);
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luminance = pow(luminance, 2.2);
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color.rgb = mix(vec3(luminance), color.rgb, saturation);
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color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0));
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return color;
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}
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vec4 applyVignette(vec4 color) {
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vec2 center = vec2(0.5, 0.5); // center of screen
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float radius = VIGNETTE_RADIUS; // radius of vignette effect
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float softness = 1.0; // softness of vignette effect
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float intensity = 0.7; // intensity of vignette effect
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vec2 offset = v_texcoord - center; // offset from center of screen
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float distance = length(offset); // distance from center of screen
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float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect
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return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value
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}
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vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) {
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// Calculate average color value of the texture
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vec4 texelColor = color;
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float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0;
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// Determine brightness-dependent color factor
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float factor = mix(
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mix(0.09,
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mix(0.005, 0.0075, (averageColor - 0.1) / 0.1),
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step(0.01, averageColor)), 0.0005,
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step(0.02, averageColor));
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// Apply phosphor glow effect
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vec4 sum = vec4(0.0);
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vec4 pixels[9];
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pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001));
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pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0));
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pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001));
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pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001));
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pixels[4] = texture2D(tex, tc);
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pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001));
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pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0));
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pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001));
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pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001));
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// Perform operations on input pixels in parallel
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sum = pixels[0]
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+ pixels[1]
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+ pixels[2]
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+ pixels[3]
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+ pixels[4]
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+ pixels[5]
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+ pixels[6]
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+ pixels[7]
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+ pixels[8];
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sum /= 9.0;
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sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001;
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sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001;
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sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001;
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sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001;
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sum += color * PHOSPHOR_BLUR_AMOUNT;
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sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001;
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sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001;
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sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001;
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sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001;
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sum *= PHOSPHOR_GLOW_AMOUNT;
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// Initialize sum_sum_factor to zero
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vec4 sum_sum_factor = vec4(0.0);
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// Compute sum_j for i = -1
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vec4 sum_j = vec4(0.0);
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sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
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sum_sum_factor += sum_j * vec4(0.011);
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// Compute sum_j for i = 0
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sum_j = vec4(0.0);
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sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
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sum_sum_factor += sum_j * vec4(0.011);
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// Compute sum_j for i = 1
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sum_j = vec4(0.0);
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sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
|
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sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
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sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
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sum_sum_factor += sum_j * vec4(0.011);
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color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5);
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return color;
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}
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vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) {
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vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0);
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||||
vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0);
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vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0);
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||||
vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0);
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float sharpness = SHARPNESS;
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vec3 color_no_alpha = color.rgb;
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||||
vec3 color_tl_no_alpha = color_tl.rgb;
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||||
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;
|
||||
}
|
||||
|
||||
42
desktops/hyprland/hypr/shaders/drugs.frag
Executable file
42
desktops/hyprland/hypr/shaders/drugs.frag
Executable file
@@ -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));
|
||||
}
|
||||
21
desktops/hyprland/hypr/shaders/extradark.frag
Executable file
21
desktops/hyprland/hypr/shaders/extradark.frag
Executable file
@@ -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;
|
||||
}
|
||||
31
desktops/hyprland/hypr/shaders/gaussian.frag
Executable file
31
desktops/hyprland/hypr/shaders/gaussian.frag
Executable file
@@ -0,0 +1,31 @@
|
||||
//---------------------------------------------------------------------------
|
||||
// Fragment
|
||||
//---------------------------------------------------------------------------
|
||||
#version 420 core
|
||||
//---------------------------------------------------------------------------
|
||||
precision mediump float;
|
||||
in vec2 pos; // screen position <-1,+1>
|
||||
out vec4 gl_FragColor; // fragment output color
|
||||
uniform sampler2D txr; // texture to blur
|
||||
uniform float xs,ys; // texture resolution
|
||||
uniform float r = 6.0; // blur radius
|
||||
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
//---------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
float x,y,xx,yy,rr=r*r,dx,dy,w,w0;
|
||||
w0=0.3780/pow(r,1.975);
|
||||
vec2 p;
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
for (dx=1.0/xs,x=-r,p.x=0.5+(pos.x*0.5)+(x*dx);x<=r;x++,p.x+=dx){ xx=x*x;
|
||||
for (dy=1.0/ys,y=-r,p.y=0.5+(pos.y*0.5)+(y*dy);y<=r;y++,p.y+=dy){ yy=y*y;
|
||||
if (xx+yy<=rr)
|
||||
{
|
||||
w=w0*exp((-xx-yy)/(2.0*rr));
|
||||
pixColor+=texture2D(txr,p)*w;
|
||||
}}}
|
||||
gl_FragColor = pixColor;
|
||||
}
|
||||
//---------------------------------------------------------------------------
|
||||
28
desktops/hyprland/hypr/shaders/motion-blur.frag
Executable file
28
desktops/hyprland/hypr/shaders/motion-blur.frag
Executable file
@@ -0,0 +1,28 @@
|
||||
// vim: set ft=glsl:
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
uniform float blurFactor;
|
||||
uniform vec2 resolution;
|
||||
|
||||
const int numSamples = 120000;
|
||||
|
||||
uniform sampler2D accumulator;
|
||||
|
||||
void main() {
|
||||
float blurFactor = 120000.0;
|
||||
|
||||
vec4 currentColor = texture2D(tex, v_texcoord);
|
||||
vec4 prevColor = texture2D(accumulator, v_texcoord);
|
||||
|
||||
vec2 velocity = (v_texcoord - gl_FragCoord.xy / resolution) * 2.0;
|
||||
|
||||
vec4 colorDiff = currentColor - prevColor;
|
||||
|
||||
float motionBlur = length(velocity) * blurFactor;
|
||||
|
||||
vec4 finalColor = prevColor + colorDiff * 2.0;
|
||||
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
14
desktops/hyprland/hypr/shaders/nothing.frag
Executable file
14
desktops/hyprland/hypr/shaders/nothing.frag
Executable file
@@ -0,0 +1,14 @@
|
||||
// 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);
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
||||
41
desktops/hyprland/hypr/shaders/solarized.frag
Executable file
41
desktops/hyprland/hypr/shaders/solarized.frag
Executable file
@@ -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.);
|
||||
}
|
||||
39
desktops/hyprland/hypr/shaders/vibrance.frag
Executable file
39
desktops/hyprland/hypr/shaders/vibrance.frag
Executable file
@@ -0,0 +1,39 @@
|
||||
// vibrance for hyprland
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
|
||||
// see https://github.com/CeeJayDK/SweetFX/blob/a792aee788c6203385a858ebdea82a77f81c67f0/Shaders/Vibrance.fx#L20-L30
|
||||
const vec3 VIB_RGB_BALANCE = vec3(1.0, 1.0, 1.0);
|
||||
const float VIB_VIBRANCE = 0.15;
|
||||
|
||||
|
||||
const vec3 VIB_coeffVibrance = VIB_RGB_BALANCE * -VIB_VIBRANCE;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
// RGB
|
||||
vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]);
|
||||
|
||||
|
||||
// vec3 VIB_coefLuma = vec3(0.333333, 0.333334, 0.333333); // was for `if VIB_LUMA == 1`
|
||||
vec3 VIB_coefLuma = vec3(0.212656, 0.715158, 0.072186); // try both and see which one looks nicer.
|
||||
|
||||
float luma = dot(VIB_coefLuma, color);
|
||||
|
||||
float max_color = max(color[0], max(color[1], color[2]));
|
||||
float min_color = min(color[0], min(color[1], color[2]));
|
||||
|
||||
float color_saturation = max_color - min_color;
|
||||
|
||||
vec3 p_col = vec3(vec3(vec3(vec3(sign(VIB_coeffVibrance) * color_saturation) - 1.0) * VIB_coeffVibrance) + 1.0);
|
||||
|
||||
pixColor[0] = mix(luma, color[0], p_col[0]);
|
||||
pixColor[1] = mix(luma, color[1], p_col[1]);
|
||||
pixColor[2] = mix(luma, color[2], p_col[2]);
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
||||
Reference in New Issue
Block a user