scripts reorganize
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48
scripts/hypr-windowShaders/crt.glsl
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48
scripts/hypr-windowShaders/crt.glsl
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//modified version of [this shader](https://github.com/wessles/GLSL-CRT/blob/master/shader.frag)
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const vec3 VIB_RGB_BALANCE = vec3(1.0, 1.0, 1.0);
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const float VIB_VIBRANCE = 0.40;
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const vec3 VIB_coeffVibrance = VIB_RGB_BALANCE * -VIB_VIBRANCE;
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void windowShader(inout vec4 color) {
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vec2 texCoord = x_TexCoord;
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// Distance from the center
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float dx = abs(0.5-texCoord.x);
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float dy = abs(0.5-texCoord.y);
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// Square it to smooth the edges
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dx *= dx;
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dy *= dy;
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texCoord.x -= 0.5;
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texCoord.x *= 1.0 + (dy * 0.05);
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texCoord.x += 0.5;
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texCoord.y -= 0.5;
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texCoord.y *= 1.0 + (dx * 0.18);
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texCoord.y += 0.5;
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// Get texel, and add in scanline if need be
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color = x_Texture(texCoord);
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color.rgb += sin(texCoord.y * 1250.0) * 0.02;
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// Cutoff
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if(texCoord.y > 1.0 || texCoord.x < 0.0 || texCoord.x > 1.0 || texCoord.y < 0.0)
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color = vec4(0.0);
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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.rgb);
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float max_color = max(color.r, max(color.g, color.b));
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float min_color = min(color.r, min(color.g, color.b));
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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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color.r = mix(luma, color.r, p_col.r);
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color.g = mix(luma, color.g, p_col.g);
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color.b = mix(luma, color.b, p_col.b);
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}
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7
scripts/hypr-windowShaders/dim.glsl
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7
scripts/hypr-windowShaders/dim.glsl
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// blue light filter shader
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void windowShader(inout vec4 color) {
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color.r *= 0.7;
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color.g *= 0.6;
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color.b *= 0.5;
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}
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9
scripts/hypr-windowShaders/grey.glsl
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9
scripts/hypr-windowShaders/grey.glsl
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// Values obtained from: http://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
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vec3 LumaFactors = vec3(0.299, 0.587, 0.114);
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void windowShader(inout vec4 color) {
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// Desaturate to luma only
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float luma = dot(vec3(color.r, color.g, color.b), LumaFactors);
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color.rgb = vec3(luma, luma, luma);
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}
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17
scripts/hypr-windowShaders/horror.glsl
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scripts/hypr-windowShaders/horror.glsl
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const float display_framerate = 60.0;
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const vec2 display_resolution = vec2(2520.0, 1680.0);
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const float gamma = 1.0;
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float rand(vec2 uv, float t) {
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return fract(sin(dot(uv, vec2(1225.6548, 321.8942))) * 4251.4865 + t);
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}
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float Sigmoid(float x) { return 1.0 / (1.0 + (exp(-(x - 0.5) * 14.0))); }
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void windowShader(inout vec4 color) {
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color = vec4(Sigmoid(color.r), Sigmoid(color.g), Sigmoid(color.b), 1.0);
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color = pow(color, vec4(gamma));
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color.a = 1.0;
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}
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9
scripts/hypr-windowShaders/muted.glsl
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scripts/hypr-windowShaders/muted.glsl
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// Values obtained from: http://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
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vec3 LumaFactors = vec3(0.299, 0.587, 0.114);
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void windowShader(inout vec4 color) {
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// Desaturate to luma only
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float luma = dot(vec3(color.r, color.g, color.b), LumaFactors);
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color.rgb = vec3(luma, luma, luma);
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}
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14
scripts/hypr-windowShaders/noblue.glsl
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scripts/hypr-windowShaders/noblue.glsl
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// Values obtained from: http://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
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vec3 LumaFactors = vec3(0.299, 0.587, 0.114);
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void windowShader(inout vec4 color) {
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// average brightness
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float luma = dot(vec3(color.r, color.g, color.b), LumaFactors);
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if (color.r < color.g) {
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color = vec4(luma, c.g, luma, color.a);
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} else {
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color = vec4(color.r, luma, luma, color.a);
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}
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// color = vec4(color.r, color.g, luma, color.a);
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}
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14
scripts/hypr-windowShaders/nogreen.glsl
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14
scripts/hypr-windowShaders/nogreen.glsl
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// Values obtained from: http://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
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vec3 LumaFactors = vec3(0.299, 0.587, 0.114);
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void windowShader(inout vec4 color) {
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// average brightness
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float luma = dot(vec3(color.r, color.g, color.b), LumaFactors);
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if (color.r < color.b) {
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color = vec4(luma, luma, color.b, color.a);
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} else {
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color = vec4(color.r, luma, luma, color.a);
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}
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// color = vec4(color.r, luma, color.b, color.a);
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}
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14
scripts/hypr-windowShaders/nored.glsl
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scripts/hypr-windowShaders/nored.glsl
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// Values obtained from: http://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
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vec3 LumaFactors = vec3(0.299, 0.587, 0.114);
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void windowShader(inout vec4 color) {
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// average brightness
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float luma = dot(vec3(color.r, color.g, color.b), LumaFactors);
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if (color.g < color.b) {
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color = vec4(luma, luma, color.b, color.a);
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} else {
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color = vec4(luma, color.g, luma, color.a);
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}
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// color = vec4(luma, color.g, color.b, color.a);
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}
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9
scripts/hypr-windowShaders/rainbow.glsl
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9
scripts/hypr-windowShaders/rainbow.glsl
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//modified version of [this shader](https://github.com/wessles/GLSL-CRT/blob/master/shader.frag)
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const float scaleFactor = 0.7;
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void windowShader(inout vec4 color) {
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// color += vec4(cos(x_TexCoord.x)/4., sin(x_TexCoord.y)/4., 0., 1.);
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color += vec4(cos(v_texcoord.x)/4., cos(v_texcoord.y)/8., sin(v_texcoord.y)/4., 1.);
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color = vec4(clamp(color.x, 0., 1.), clamp(color.y, 0., 1.), clamp(color.z, 0., 1.), color.w);
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}
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5
scripts/hypr-windowShaders/rbinvert.glsl
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5
scripts/hypr-windowShaders/rbinvert.glsl
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//modified version of [this shader](https://github.com/wessles/GLSL-CRT/blob/master/shader.frag)
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void windowShader(inout vec4 color) {
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color = vec4(color.z, color.y, color.x, color.a);
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}
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