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