dotfiles/.config/hypr/shaders/08_newspaper.glsl

115 lines
3.9 KiB
GLSL
Executable File

#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);
}