#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; }