summaryrefslogtreecommitdiff
path: root/config/picom/shaders/dither.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'config/picom/shaders/dither.glsl')
-rw-r--r--config/picom/shaders/dither.glsl127
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;
+}