Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add shaders #37

Draft
wants to merge 1 commit into
base: main
Choose a base branch
from
Draft
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
45 changes: 45 additions & 0 deletions bloom.frag
Original file line number Diff line number Diff line change
@@ -0,0 +1,45 @@
// blooms entire screen (https://github.com/hyprland-community/awesome-hyprland/issues/22#issuecomment-1682012576) credit to https://github.com/mekb-turtle
#version 330 core

precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;

uniform int bloomRadius = 10;
uniform float bloomIntensity = 0.7f;
uniform float bloomThreshold = 0.4f;

void main() {
vec4 color = texture(tex, v_texcoord);

vec4 bloomThreshold4 = vec4(bloomThreshold);
bloomThreshold4.w = 0.0f;

vec2 invTextureSize = 1.0f / textureSize(tex, 0);
float invBloomRadius = bloomRadius == 0 ? 1.0f : 1.0f / float(bloomRadius);
float invBloomThreshold = 1.0f / (1.0f - bloomThreshold);

float samples = 0.0f;
vec4 colorSum = vec4(0.0f);

for (int x = -bloomRadius; x <= bloomRadius; ++x) {
for (int y = -bloomRadius; y <= bloomRadius; ++y) {
vec2 offset = vec2(x, y) * invTextureSize;

vec2 coords = v_texcoord + offset;
vec4 color = texture(tex, coords);
color = max(color - bloomThreshold, vec4(0.0f));

float strength = 1 - (length(offset) * invBloomRadius);
samples += strength;

strength *= max(max(color.x, color.y), color.z) * invBloomThreshold;

strength *= bloomIntensity;
colorSum += color * strength;
}
}

colorSum /= samples;
gl_FragColor = min(color + colorSum, 1.0f);
}
47 changes: 47 additions & 0 deletions bluelight.frag
Original file line number Diff line number Diff line change
@@ -0,0 +1,47 @@
// bluelight filter for hyprland (https://github.com/hyprwm/Hyprland/issues/1140#issuecomment-1335128437) credit to https://github.com/MahouShoujoMivutilde

precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;

const float temperature = 2600.0;
const float temperatureStrength = 1.0;

#define WithQuickAndDirtyLuminancePreservation
const float LuminancePreservationFactor = 1.0;

// 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)
);
}

void main() {
vec4 pixColor = texture2D(tex, v_texcoord);

// RGB
vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]);

#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

color = mix(color, color * colorTemperatureToRGB(temperature), temperatureStrength);

vec4 outCol = vec4(color, pixColor[3]);

gl_FragColor = outCol;
}
36 changes: 36 additions & 0 deletions blur.frag
Original file line number Diff line number Diff line change
@@ -0,0 +1,36 @@
// blurs whole screen (https://github.com/hyprland-community/awesome-hyprland/issues/22#issuecomment-1681505196) credit to https://github.com/mekb-turtle
#version 330 core

precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;

uniform int blurRadius = 1;

void main() {
if (blurRadius <= 0) {
gl_FragColor = texture(tex, v_texcoord);
return;
}

vec2 invTextureSize = 1.0f / textureSize(tex, 0);
float invBlurRadius = 1.0f / float(blurRadius);

float samples = 0.0f;
vec4 colorSum = vec4(0.0f);

for (int x = -blurRadius; x <= blurRadius; ++x) {
for (int y = -blurRadius; y <= blurRadius; ++y) {
vec2 offset = vec2(x, y) * invTextureSize;

float strength = 1 - (length(offset) * invBlurRadius);
samples += strength;

vec2 coords = v_texcoord + offset;
colorSum += texture(tex, coords) * strength;
}
}

colorSum /= samples;
gl_FragColor = colorSum;
}
Loading