add shader script and keybinds

This commit is contained in:
krolxon 2026-01-11 19:18:06 +05:30
parent 4c31a04197
commit ea8f17368d
20 changed files with 800 additions and 6 deletions

View File

@ -0,0 +1,16 @@
#version 300 es
// Pure Red Channel Shader - OPTIMIZED
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// Using Rec. 709 for consistency
const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
void main() {
vec4 pixColor = texture(tex, v_texcoord);
float gray = dot(pixColor.rgb, LUMA);
fragColor = vec4(gray, 0.0, 0.0, pixColor.a);
}

View File

@ -0,0 +1,16 @@
#version 300 es
// Pure Green Channel Shader - FIXED
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
void main() {
vec4 pixColor = texture(tex, v_texcoord);
float gray = dot(pixColor.rgb, LUMA);
// FIXED: Now correctly outputs to GREEN channel
fragColor = vec4(0.0, gray, 0.0, pixColor.a);
}

View File

@ -0,0 +1,15 @@
#version 300 es
// Pure Blue Channel Shader - OPTIMIZED
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
void main() {
vec4 pixColor = texture(tex, v_texcoord);
float gray = dot(pixColor.rgb, LUMA);
fragColor = vec4(0.0, 0.0, gray, pixColor.a);
}

View File

@ -0,0 +1,72 @@
#version 300 es
// Retro CRT Shader - FULLY OPTIMIZED
// Fixes: Resolution-aware scanlines, proper vignette, edge clamping,
// correct aberration direction, anti-aliased scanlines
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float CURVATURE = 3.5;
const float SCANLINE_STRENGTH = 0.25;
// Approximate screen height in pixels (adjust to your resolution)
const float SCREEN_HEIGHT = 1080.0;
// Scanlines per screen height (lower = thicker lines)
const float SCANLINE_COUNT = 540.0;
const float ABERRATION = 0.002;
const float VIGNETTE_RADIUS = 1.00;
const float VIGNETTE_SOFTNESS = 0.45;
// Phosphor glow simulation
const float GLOW = 0.03;
vec2 curveUV(vec2 uv) {
uv = uv * 2.0 - 1.0;
vec2 offset = abs(uv.yx) / vec2(CURVATURE);
uv = uv + uv * offset * offset;
uv = uv * 0.5 + 0.5;
return uv;
}
void main() {
vec2 uv = curveUV(v_texcoord);
// Black bezel for out-of-bounds
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
// FIXED: Clamp aberration samples to prevent edge artifacts
vec2 centerDist = uv - 0.5;
vec2 aberrOffset = centerDist * ABERRATION;
// FIXED: Correct direction - red focuses short, blue focuses long
float r = texture(tex, clamp(uv + aberrOffset, 0.0, 1.0)).r;
float g = texture(tex, uv).g;
float b = texture(tex, clamp(uv - aberrOffset, 0.0, 1.0)).b;
vec3 color = vec3(r, g, b);
// FIXED: Anti-aliased scanlines that don't shimmer during scroll
// Using smooth triangle wave instead of harsh sine
float scanlinePhase = uv.y * SCANLINE_COUNT * 2.0;
float scanline = abs(fract(scanlinePhase) - 0.5) * 2.0; // Triangle wave 0-1
scanline = smoothstep(0.0, 1.0, scanline); // Smooth it
float scanlineFactor = 1.0 - (SCANLINE_STRENGTH * (1.0 - scanline));
color *= scanlineFactor;
// Subtle phosphor glow (brightens slightly between scanlines)
color += GLOW * (1.0 - scanline);
// FIXED: Proper circular vignette with correct smoothstep bounds
float dist = length(centerDist) * 2.0; // 0 at center, ~1.414 at corners
float vignette = 1.0 - smoothstep(VIGNETTE_RADIUS, VIGNETTE_RADIUS + VIGNETTE_SOFTNESS, dist);
color *= vignette;
// Subtle brightness boost to compensate for darkening effects
color *= 1.1;
fragColor = vec4(clamp(color, 0.0, 1.0), 1.0);
}

View File

@ -0,0 +1,89 @@
#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float edge_threshold = 0.15; // Sensitivity (0.05-0.5) - lower = more edges
const float edge_softness = 0.08; // Anti-aliasing amount
const float line_thickness = 1.0; // 1.0 = normal, 2.0 = thicker
const float line_darkness = 0.05; // 0.0 = pure black, higher = lighter
const float paper_brightness = 0.98; // Paper color
const float paper_grain = 0.03; // Paper texture intensity
const float noise_reduction = 0.5; // Reduces speckles in smooth areas
// ---------------------
float luminance(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
// Sample luminance with bounds checking
float sampleLum(vec2 uv) {
vec2 safe_uv = clamp(uv, 0.0, 1.0);
return luminance(texture(tex, safe_uv).rgb);
}
void main() {
vec2 screen_res = vec2(textureSize(tex, 0));
vec2 pixel_size = line_thickness / screen_res;
vec2 pixel_coords = v_texcoord * screen_res;
// Sobel kernel sampling with proper edge clamping
float tl = sampleLum(v_texcoord + vec2(-pixel_size.x, -pixel_size.y));
float t = sampleLum(v_texcoord + vec2( 0.0, -pixel_size.y));
float tr = sampleLum(v_texcoord + vec2( pixel_size.x, -pixel_size.y));
float l = sampleLum(v_texcoord + vec2(-pixel_size.x, 0.0));
float c = sampleLum(v_texcoord); // Center pixel
float r = sampleLum(v_texcoord + vec2( pixel_size.x, 0.0));
float bl = sampleLum(v_texcoord + vec2(-pixel_size.x, pixel_size.y));
float b = sampleLum(v_texcoord + vec2( 0.0, pixel_size.y));
float br = sampleLum(v_texcoord + vec2( pixel_size.x, pixel_size.y));
// Sobel operators
float Gx = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float Gy = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
float gradient = sqrt(Gx * Gx + Gy * Gy);
// Calculate local variance for noise reduction
// (reduces speckles in smooth areas while preserving real edges)
float mean = (tl + t + tr + l + c + r + bl + b + br) / 9.0;
float variance = 0.0;
variance += (tl - mean) * (tl - mean);
variance += (t - mean) * (t - mean);
variance += (tr - mean) * (tr - mean);
variance += (l - mean) * (l - mean);
variance += (c - mean) * (c - mean);
variance += (r - mean) * (r - mean);
variance += (bl - mean) * (bl - mean);
variance += (b - mean) * (b - mean);
variance += (br - mean) * (br - mean);
variance = sqrt(variance / 9.0);
// Adaptive threshold: require stronger edges in noisy areas
float adaptive_threshold = edge_threshold + variance * noise_reduction;
// Smooth edge detection (anti-aliased)
float edge = smoothstep(
adaptive_threshold - edge_softness,
adaptive_threshold + edge_softness,
gradient
);
// Paper texture
float paper = paper_brightness;
paper -= hash12(pixel_coords * 0.4) * paper_grain;
paper -= hash12(pixel_coords * 2.1) * paper_grain * 0.4;
// Final blend
float final_value = mix(paper, line_darkness, edge);
fragColor = vec4(vec3(final_value), 1.0);
}

View File

@ -0,0 +1,72 @@
#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
uniform float TIME;
out vec4 fragColor;
// --- CONFIGURATION ---
const float wobble_speed = 3.0; // Animation speed
const float wobble_frequency = 15.0; // Wave density
const float wobble_amplitude = 0.025; // Displacement amount
const float edge_fade = 0.1; // Fade near edges (0.0 to disable)
const bool organic_motion = true; // Multi-frequency for natural look
const bool prevent_edge_artifacts = true;
// ---------------------
void main() {
// Use local time to prevent floating point precision issues with large TIME values
float t = mod(TIME, 628.318); // Wrap at 2*PI*100
vec2 new_uv = v_texcoord;
// Calculate edge fade mask (reduces artifacts at screen borders)
float edge_mask = 1.0;
if (edge_fade > 0.0) {
vec2 dist_to_edge = min(v_texcoord, 1.0 - v_texcoord);
float min_dist = min(dist_to_edge.x, dist_to_edge.y);
edge_mask = smoothstep(0.0, edge_fade, min_dist);
}
float amplitude = wobble_amplitude * edge_mask;
float h_offset, v_offset;
if (organic_motion) {
// Layer multiple frequencies for organic, natural motion
// Different speeds prevent repetitive patterns
// Horizontal wobble (based on Y position)
h_offset = 0.0;
h_offset += sin(v_texcoord.y * wobble_frequency * 1.0 + t * wobble_speed * 1.00) * 0.50;
h_offset += sin(v_texcoord.y * wobble_frequency * 2.1 + t * wobble_speed * 1.37) * 0.30;
h_offset += sin(v_texcoord.y * wobble_frequency * 0.5 + t * wobble_speed * 0.71) * 0.20;
// Vertical wobble (based on X position)
v_offset = 0.0;
v_offset += cos(v_texcoord.x * wobble_frequency * 0.9 + t * wobble_speed * 1.13) * 0.50;
v_offset += cos(v_texcoord.x * wobble_frequency * 1.7 + t * wobble_speed * 0.83) * 0.30;
v_offset += cos(v_texcoord.x * wobble_frequency * 0.4 + t * wobble_speed * 1.41) * 0.20;
// Add subtle interaction between axes
h_offset += sin(v_texcoord.x * wobble_frequency * 0.3 + t * wobble_speed * 0.5) * 0.1;
v_offset += cos(v_texcoord.y * wobble_frequency * 0.3 + t * wobble_speed * 0.6) * 0.1;
} else {
// Simple single-frequency wobble
h_offset = sin(v_texcoord.y * wobble_frequency + t * wobble_speed);
v_offset = cos(v_texcoord.x * wobble_frequency + t * wobble_speed);
}
new_uv.x += h_offset * amplitude;
new_uv.y += v_offset * amplitude;
// Prevent sampling outside texture bounds
if (prevent_edge_artifacts) {
// Clamp with small margin to prevent edge bleeding
new_uv = clamp(new_uv, 0.002, 0.998);
}
fragColor = texture(tex, new_uv);
}

View File

@ -0,0 +1,43 @@
#version 300 es
// Chromatic Aberration Shader for Hyprland - OPTIMIZED
// Fixes: Edge clamping, aspect ratio correction, quadratic falloff
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float STRENGTH = 0.010;
// Set to your monitor's aspect ratio (16/9, 21/9, etc.) or use 1.0 for uncorrected
const float ASPECT_RATIO = 16.0 / 9.0;
// Use quadratic falloff for more realistic lens distortion
const bool QUADRATIC_FALLOFF = true;
void main() {
// Aspect-corrected center distance
vec2 distFromCenter = v_texcoord - 0.5;
distFromCenter.x *= ASPECT_RATIO;
// Calculate offset magnitude
float dist = length(distFromCenter);
float falloff = QUADRATIC_FALLOFF ? dist * dist : dist;
// Normalize direction and apply strength
vec2 dir = normalize(distFromCenter + 0.0001); // Prevent div by zero
vec2 offset = dir * falloff * STRENGTH;
offset.x /= ASPECT_RATIO; // Correct back for sampling
// Sample with clamped coordinates to prevent edge artifacts
vec2 redCoord = clamp(v_texcoord - offset, 0.0, 1.0);
vec2 blueCoord = clamp(v_texcoord + offset, 0.0, 1.0);
float r = texture(tex, redCoord).r;
vec4 centerPixel = texture(tex, v_texcoord);
float g = centerPixel.g;
float b = texture(tex, blueCoord).b;
// Preserve alpha from center sample
fragColor = vec4(r, g, b, centerPixel.a);
}

View File

@ -0,0 +1,114 @@
#version 300 es
precision highp float; // CRITICAL: Prevents many artifacts
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float dot_spacing = 4.0; // 3.0-6.0 recommended
const int color_levels = 4; // Posterization levels
const vec3 paper_color = vec3(0.95, 0.92, 0.85);
const float paper_texture_strength = 0.04;
const float dot_softness = 1.5; // Higher = softer dot edges (anti-aliasing)
const float ink_darkness = 0.95; // How dark the ink appears (0.0-1.0)
const bool use_dithering = true; // Reduces posterization banding
// ---------------------
// Improved hash function - less pattern artifacts than sin-based
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
// Smoother 2D noise for paper texture
float valueNoise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
// Smooth interpolation
vec2 u = f * f * (3.0 - 2.0 * f);
float a = hash12(i);
float b = hash12(i + vec2(1.0, 0.0));
float c = hash12(i + vec2(0.0, 1.0));
float d = hash12(i + vec2(1.0, 1.0));
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
float luminance(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
// Bayer 4x4 dithering matrix - reduces posterization banding
float bayerDither(vec2 pos) {
ivec2 p = ivec2(mod(pos, 4.0));
int index = p.x + p.y * 4;
// Bayer matrix values
float matrix[16] = float[16](
0.0, 8.0, 2.0, 10.0,
12.0, 4.0, 14.0, 6.0,
3.0, 11.0, 1.0, 9.0,
15.0, 7.0, 13.0, 5.0
);
return (matrix[index] / 16.0) - 0.5;
}
void main() {
vec2 screen_res = vec2(textureSize(tex, 0));
vec2 pixel_coords = v_texcoord * screen_res;
// 1. Sample original with clamped coordinates (prevents edge artifacts)
vec2 safe_uv = clamp(v_texcoord, 0.0, 1.0);
vec3 original_color = texture(tex, safe_uv).rgb;
// 2. Posterize with optional dithering to reduce banding
float levels = float(color_levels);
vec3 posterized_color;
if (use_dithering) {
// Add dither before quantization
float dither = bayerDither(pixel_coords) / (levels * 2.0);
posterized_color = floor((original_color + dither) * levels) / (levels - 1.0);
} else {
posterized_color = floor(original_color * levels) / (levels - 1.0);
}
posterized_color = clamp(posterized_color, 0.0, 1.0);
// 3. Create layered paper texture (more natural looking)
float paper_noise = 0.0;
paper_noise += valueNoise(pixel_coords * 0.5) * 0.6; // Large grain
paper_noise += valueNoise(pixel_coords * 1.5) * 0.3; // Medium grain
paper_noise += hash12(pixel_coords) * 0.1; // Fine grain
paper_noise *= paper_texture_strength;
vec3 textured_paper = max(paper_color - paper_noise, 0.0); // Prevent negative
// 4. Create halftone grid
vec2 cell_coords = pixel_coords / dot_spacing;
vec2 grid_uv = fract(cell_coords);
// 5. Calculate halftone dot
// Use sqrt for area-proportional dots (perceptually correct)
float lum = luminance(posterized_color);
float darkness = 1.0 - lum;
float dot_radius = sqrt(darkness) * 0.5; // Area proportional to darkness
// Distance from cell center
float dist = length(grid_uv - 0.5);
// Anti-aliased dot edge using screen-space derivatives
// This adapts to any resolution automatically
float pixel_width = fwidth(dist) * dot_softness;
float dot_mask = smoothstep(dot_radius - pixel_width, dot_radius + pixel_width, dist);
// 6. Combine: ink color where dots are, paper elsewhere
vec3 ink_color = posterized_color * ink_darkness;
vec3 final_color = mix(ink_color, textured_paper, dot_mask);
fragColor = vec4(final_color, 1.0);
}

View File

@ -0,0 +1,28 @@
#version 300 es
// Pixelation Shader - OPTIMIZED
// Fixes: Sample from pixel CENTER (not corner), aspect ratio support
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
// Pixels across the shorter dimension (height usually)
const float PIXEL_COUNT = 350.0;
// Set to your aspect ratio, or 1.0 for square pixels
const float ASPECT_RATIO = 16.0 / 9.0;
void main() {
// Calculate pixel dimensions accounting for aspect ratio
vec2 pixelCount = vec2(PIXEL_COUNT * ASPECT_RATIO, PIXEL_COUNT);
vec2 pixelSize = 1.0 / pixelCount;
// FIXED: Sample from pixel CENTER, not corner
// This prevents the "swimming" artifact when content moves
vec2 pixelCoord = floor(v_texcoord * pixelCount) + 0.5;
vec2 sampleCoord = pixelCoord / pixelCount;
fragColor = texture(tex, sampleCoord);
}

View File

@ -0,0 +1,40 @@
#version 300 es
// Grayscale Shader for Hyprland - OPTIMIZED
// Added: Optional gamma-correct conversion for accurate luminance
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// Rec. 709 Luma coefficients (sRGB/HDTV standard)
const vec3 LUMA_709 = vec3(0.2126, 0.7152, 0.0722);
// Set to true for gamma-correct grayscale (more accurate but slightly slower)
const bool GAMMA_CORRECT = false;
// sRGB gamma functions
float toLinear(float c) {
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
float toSRGB(float c) {
return c <= 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0/2.4) - 0.055;
}
void main() {
vec4 pixColor = texture(tex, v_texcoord);
float gray;
if (GAMMA_CORRECT) {
// Convert to linear space, compute luminance, convert back
vec3 linear = vec3(toLinear(pixColor.r), toLinear(pixColor.g), toLinear(pixColor.b));
float luminance = dot(linear, LUMA_709);
gray = toSRGB(luminance);
} else {
// Fast path: direct computation in gamma space
gray = dot(pixColor.rgb, LUMA_709);
}
fragColor = vec4(vec3(gray), pixColor.a);
}

View File

@ -0,0 +1,30 @@
#version 300 es
// Invert Colors Shader - OPTIMIZED
// Added: Optional luminance-preserving mode
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// Set true for "smart invert" that preserves relative brightness
const bool PRESERVE_LUMINANCE = false;
const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
void main() {
vec4 color = texture(tex, v_texcoord);
vec3 inverted = 1.0 - color.rgb;
if (PRESERVE_LUMINANCE) {
// Adjust inverted colors to match original luminance
float origLuma = dot(color.rgb, LUMA);
float invLuma = dot(inverted, LUMA);
if (invLuma > 0.001) {
inverted *= origLuma / invLuma;
inverted = clamp(inverted, 0.0, 1.0);
}
}
fragColor = vec4(inverted, color.a);
}

View File

@ -0,0 +1,39 @@
#version 300 es
// Posterization Shader - OPTIMIZED
// Fixes: Proper rounding, optional dithering to reduce banding
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float COLOR_LEVELS = 4.0;
// Enable dithering to reduce visible banding
const bool DITHER = true;
// Simple dither pattern
float dither(vec2 pos) {
// 4x4 Bayer matrix approximation
vec2 p = fract(pos * 0.5);
float d = fract(dot(p, vec2(0.75, 0.5)));
return (d - 0.5) / COLOR_LEVELS;
}
void main() {
vec4 color = texture(tex, v_texcoord);
vec3 posterized;
if (DITHER) {
// Add dither noise before quantization
float ditherValue = dither(gl_FragCoord.xy);
posterized = floor((color.rgb + ditherValue) * COLOR_LEVELS + 0.5) / COLOR_LEVELS;
} else {
// FIXED: Use round() behavior instead of floor() for better color accuracy
posterized = floor(color.rgb * COLOR_LEVELS + 0.5) / COLOR_LEVELS;
}
posterized = clamp(posterized, 0.0, 1.0);
fragColor = vec4(posterized, color.a);
}

View File

@ -0,0 +1,33 @@
#version 300 es
// Sepia Tone Shader - OPTIMIZED
// Fixes: Clamping to prevent overflow on bright pixels
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// W3C standard Sepia Matrix (column-major for GLSL)
const mat3 SEPIA_MATRIX = mat3(
0.393, 0.769, 0.189, // Red output weights
0.349, 0.686, 0.168, // Green output weights
0.272, 0.534, 0.131 // Blue output weights
);
// Sepia intensity (0.0 = no effect, 1.0 = full sepia)
const float INTENSITY = 1.0;
void main() {
vec4 color = texture(tex, v_texcoord);
vec3 sepia = color.rgb * SEPIA_MATRIX;
// FIXED: Clamp to prevent overflow artifacts on bright pixels
sepia = clamp(sepia, 0.0, 1.0);
// Optional: blend with original for partial effect
vec3 final = mix(color.rgb, sepia, INTENSITY);
fragColor = vec4(final, color.a);
}

View File

@ -0,0 +1,37 @@
#version 300 es
// Vignette Shader - OPTIMIZED
// Fixes: Aspect ratio correction for circular vignette, safe smoothstep bounds
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float RADIUS = 0.65;
const float SOFTNESS = 0.45;
const float STRENGTH = 0.5;
// Set to your monitor's aspect ratio for circular vignette
const float ASPECT_RATIO = 16.0 / 9.0;
void main() {
vec4 color = texture(tex, v_texcoord);
// FIXED: Aspect-corrected distance for circular (not elliptical) vignette
vec2 centered = v_texcoord - 0.5;
centered.x *= ASPECT_RATIO;
float dist = length(centered);
// Normalize so corner distance is ~1.0 regardless of aspect ratio
dist /= length(vec2(ASPECT_RATIO * 0.5, 0.5));
// FIXED: Ensure smoothstep has valid bounds (edge1 > edge0)
float innerEdge = RADIUS;
float outerEdge = RADIUS + SOFTNESS;
float vignette = 1.0 - smoothstep(innerEdge, outerEdge, dist);
// Apply with strength control
color.rgb = mix(color.rgb, color.rgb * vignette, STRENGTH);
fragColor = color;
}

View File

@ -0,0 +1,35 @@
#version 300 es
// Anaglyph 3D Shader - OPTIMIZED
// Fixes: Edge clamping, alpha preservation, depth-aware separation
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
const float SEPARATION = 0.003;
// Make separation stronger at edges (simulates depth from screen curvature)
const bool DEPTH_AWARE = true;
void main() {
vec2 offset = vec2(SEPARATION, 0.0);
// Optional: Increase separation toward screen edges for more depth
if (DEPTH_AWARE) {
float edgeFactor = abs(v_texcoord.x - 0.5) * 2.0; // 0 at center, 1 at edges
offset.x *= 1.0 + edgeFactor * 0.5;
}
// Clamp coordinates to prevent edge sampling artifacts
vec2 leftCoord = clamp(v_texcoord - offset, 0.0, 1.0);
vec2 rightCoord = clamp(v_texcoord + offset, 0.0, 1.0);
vec4 leftEye = texture(tex, leftCoord);
vec4 rightEye = texture(tex, rightCoord);
vec4 center = texture(tex, v_texcoord);
// Combine: Red from left, Cyan (GB) from right
fragColor = vec4(leftEye.r, rightEye.g, rightEye.b, center.a);
}

View File

@ -0,0 +1,37 @@
#version 300 es
// Vignette Shader for Hyprland
// Description: Darkens the edges of the screen to draw focus to the center.
// Uses smoothstep for a high-quality, organic falloff.
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
// The radius where the darkening begins (0.0 is center, 0.8 is near corners)
const float RADIUS = 0.85;
// How soft the transition is (higher = smoother gradient)
const float SOFTNESS = 0.85;
// The strength of the darkness (0.0 = no vignette, 1.0 = pitch black corners)
const float STRENGTH = 0.8;
void main() {
// 1. Sample the original screen color
vec4 color = texture(tex, v_texcoord);
// 2. Calculate distance from center (0.5, 0.5)
float dist = distance(v_texcoord, vec2(0.5));
// 3. Calculate vignette factor using smoothstep for high-quality falloff
// We invert the smoothstep range so 1.0 is center and 0.0 is edges
float vignette = smoothstep(RADIUS, RADIUS - SOFTNESS, dist);
// 4. Apply the vignette strength
// Mix between the original color and the darkened version
// This allows us to control intensity without changing the geometry of the falloff
color.rgb = mix(color.rgb, color.rgb * vignette, STRENGTH);
fragColor = color;
}

View File

@ -0,0 +1,40 @@
#version 300 es
// Saturation & Contrast Shader for Hyprland
// Description: Allows fine-tuning of screen vibrancy and dynamic range.
// Efficiently applies saturation followed by contrast.
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// --- CONFIGURATION ---
// 0.0 = Grayscale, 1.0 = Normal, 1.5 = Vibrant, 2.0 = Deep Fried
const float SATURATION = 3.0;
// 1.0 = Normal, 1.2 = High Contrast, 0.8 = Low Contrast (Faded)
const float CONTRAST = 1.0;
// ---------------------
// Rec. 709 Luma coefficients for accurate saturation calculations
const vec3 luma = vec3(0.2126, 0.7152, 0.0722);
void main() {
// 1. Sample texture
vec4 color = texture(tex, v_texcoord);
// 2. Apply Saturation
// Calculate the grayscale value (luminance)
float gray = dot(color.rgb, luma);
// Interpolate between grayscale and original color
vec3 satColor = mix(vec3(gray), color.rgb, SATURATION);
// 3. Apply Contrast
// We shift color values so 0.5 is the "pivot" point.
// Values > 0.5 get pushed up, values < 0.5 get pushed down.
vec3 finalColor = (satColor - 0.5) * CONTRAST + 0.5;
// 4. Output
fragColor = vec4(finalColor, color.a);
}

View File

@ -76,18 +76,24 @@ bind = $mainMod SHIFT, S, movetoworkspace, special:magic
workspace = special:h, on-created-empty: $terminal
bind = $mainMod SHIFT, Return, togglespecialworkspace, h
# Screen Rotate
bindld = CTRL ALT, R, Rotate Screen Clockwise, exec, hypr_screen_rotate.sh -90
bindld = CTRL ALT SHIFT, R, Rotate Screen Anti-Clockwise, exec, hypr_screen_rotate.sh +90
# Accessibility: Zoom
cursor:zoom_disable_aa = true
# Zoom In
binded = SUPER SHIFT, equal, Zoom In, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {print $2 * 1.25}')\""
binded = SUPER, equal, Zoom In, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {print $2 * 1.25}')\""
# Zoom Out
binded = SUPER SHIFT, minus, Zoom Out, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {val = $2 / 1.25; if (val < 1.0) val = 1.0; print val}')\""
binded = SUPER, minus, Zoom Out, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {val = $2 / 1.25; if (val < 1.0) val = 1.0; print val}')\""
# Reset Zoom
bindld = SUPER SHIFT, BACKSPACE, Reset Zoom, exec, hyprctl keyword cursor:zoom_factor 1.0
bindld = SUPER, BACKSPACE, Reset Zoom, exec, hyprctl keyword cursor:zoom_factor 1.0
# Screen Rotate
bindld = $mainMod CTRL, comma, Rotate Screen Anti-Clockwise, exec, hypr_screen_rotate.sh +90
bindld = $mainMod CTRL, period, Rotate Screen Clockwise, exec, hypr_screen_rotate.sh -90
# --- Hyprshade (Visual Filters) ---
bindd = $mainMod CTRL, S, Shader Menu, exec, hypr_shader_menu.sh
bindld = $mainMod CTRL, X, Disable Shader, exec, hyprshade off
bindld = $mainMod CTRL, V, Vibrant Shader, exec, hyprshade on vibrance
# Scroll through existing workspaces with mainMod + scroll
bind = $mainMod, mouse_down, workspace, e+1

View File

@ -107,6 +107,7 @@
"format-alt": "{icon} ",
"format-good": "{icon} {capacity:3}%",
"format-full": "{icon} {capacity:3}%",
"tooltip-format": "{timeTo}\nHealth: {health}%\nPower Draw: {power:.2f} W\nCycles: {cycles}\n\nLMB: Toggle Format\nRMB: Timeout Settings",
"format-icons": [
"",
"",

View File

@ -0,0 +1,31 @@
#!/usr/bin/env bash
set -euo pipefail
# Check deps
command -v fuzzel >/dev/null || { echo "fuzzel not found"; exit 1; }
command -v hyprshade >/dev/null || { echo "hyprshade not found"; exit 1; }
# Get shader list
mapfile -t SHADERS < <(hyprshade ls)
# Add "off" at top
SHADERS=("off" "${SHADERS[@]}")
# Show in fuzzel
CHOICE=$(printf "%s\n" "${SHADERS[@]}" \
| fuzzel --dmenu --prompt "Hyprshade > " \
| sed 's/^[[:space:]]*//;s/[[:space:]]*$//')
# User cancelled
[[ -z "$CHOICE" ]] && exit 0
# Apply
if [[ "$CHOICE" == "off" ]]; then
hyprshade off
else
hyprshade on "$CHOICE"
fi
# Optional notification
command -v notify-send >/dev/null && notify-send "Hyprshade" "Applied: $CHOICE"