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#version 430
// Source: https://github.com/yshui/picom/issues/295#issuecomment-592077997
in vec2 texcoord;
uniform float opacity;
uniform bool invert_color;
uniform sampler2D tex;
uniform float time;
ivec2 window_size = textureSize(tex, 0);
float amt = 10000.0;
vec4 default_post_processing(vec4 c);
vec4 window_shader() {
float pct = mod(time, amt) / amt * 1000;
float factor = float(max(window_size.x, window_size.y));
pct *= factor / 150.0;
vec2 pos = texcoord;
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
if (pos.x + pos.y < pct * 4.0 && pos.x + pos.y > pct * 4.0 - .5 * pct
|| pos.x + pos.y < pct * 4.0 - .8 * pct && pos.x + pos.y > pct * 3.0)
c *= vec4(2, 2, 2, 1);
if (invert_color)
c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
c *= opacity;
return default_post_processing(c);
}
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