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Diffstat (limited to 'config/picom/shaders/dither.glsl')
| -rw-r--r-- | config/picom/shaders/dither.glsl | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/config/picom/shaders/dither.glsl b/config/picom/shaders/dither.glsl new file mode 100644 index 0000000..6a2a285 --- /dev/null +++ b/config/picom/shaders/dither.glsl @@ -0,0 +1,127 @@ +#version 430 + +bool monochrome = false; // Whether to apply a black & white filter to the window + +// You can modify the list of patterns to whatever you like, the code will +// adapt to it as long as it is a list of equally sized 2D arrays +// This example shows a dither pattern list that uses numbers other than +// 0 and 1 for more color variation +// Dither patterns +float dither [][][] = { {{0 , 0 }, + {0 , 0 }}, + + {{0.5, 0 }, + {0 , 0 }}, + + {{0.5, 0 }, + {0 , 0.5}}, + + {{0.5, 0.5}, + {0 , 0.5}}, + + {{0.5, 0.5}, + {0.5, 0.5}}, + + {{1 , 0.5}, + {0.5,0.5}}, + + {{1 , 0.5}, + {0.5, 1 }}, + + {{1 , 1 }, + {0.5, 1 }}, + + {{1 , 1 }, + {1 , 1 }} }; + +// Some more props that depend on the dither patterns +float bit_depth = dither.length() - 1.0; +int block_size = dither[0].length(); + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// Returns a monochromatic pixel +vec4 to_monochrome (vec4 pixel) +{ + float brightness = (pixel.x + pixel.y + pixel.z)/3; + return vec4(vec3(brightness), pixel.w); +} + +vec4 window_shader() { + // Alpha for the current pixel + float alpha; + + // Relative block position + ivec2 block_pos; + block_pos.x = int(texcoord.x) % block_size; + block_pos.y = int(texcoord.y) % block_size; + + // Current block total color + vec3 block_color = vec3(0,0,0); + + // We will iterate over all the pixels in the block + // and save it to this variable + vec4 pixel; + for (int y = 0; y < block_size; y += 1) + { + for (int x = 0; x < block_size; x += 1) + { + // Apply default post processing picom things and + // add color values after. + pixel = texelFetch(tex, ivec2(texcoord.x+x-block_pos.x,texcoord.y+y-block_pos.y), 0); + pixel = default_post_processing(pixel); + if (monochrome) + { + pixel = to_monochrome(pixel); + block_color.x += pixel.x; + } + else + { + block_color.x += pixel.x; + block_color.y += pixel.y; + block_color.z += pixel.z; + } + + // If we are on the current pixel, save the alpha value + if (x == 0 && y == 0) + { + alpha = pixel.w; + } + } + } + // Normalize block colors and quantify them + block_color.x = block_color.x/float(block_size*block_size); + block_color.x = round(block_color.x*bit_depth); + + // Get the pixel colors using our dither pattern + block_color.x = dither[int(block_color.x)][block_pos.y][block_pos.x]; + + if (monochrome) + { + block_color.yz = block_color.xx; + } + else + { + block_color.y = block_color.y/float(block_size*block_size); + block_color.y = round(block_color.y*bit_depth); + + block_color.z = block_color.z/float(block_size*block_size); + block_color.z = round(block_color.z*bit_depth); + + block_color.y = dither[int(block_color.y)][block_pos.y][block_pos.x]; + block_color.z = dither[int(block_color.z)][block_pos.y][block_pos.x]; + } + + // Set the final value for our pixel + pixel = vec4(block_color.x, block_color.y, block_color.z, alpha); + return pixel; +} |
