#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); }