mirror of
https://github.com/sahinakkaya/dotfiles.git
synced 2025-07-09 20:59:41 +03:00
Update hyprland config
This commit is contained in:
47
.config/hypr/shaders/blue-light-v2.frag
Normal file
47
.config/hypr/shaders/blue-light-v2.frag
Normal file
@ -0,0 +1,47 @@
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
// 17.00 5600
|
||||
// 17.30 5300
|
||||
const float temperature = 2300.0;
|
||||
const float temperatureStrength = 1.0;
|
||||
|
||||
#define WithQuickAndDirtyLuminancePreservation
|
||||
const float LuminancePreservationFactor = 1.0;
|
||||
|
||||
// function from https://www.shadertoy.com/view/4sc3D7
|
||||
// valid from 1000 to 40000 K (and additionally 0 for pure full white)
|
||||
vec3 colorTemperatureToRGB(const in float temperature){
|
||||
// values from: http://blenderartists.org/forum/showthread.php?270332-OSL-Goodness&p=2268693&viewfull=1#post2268693
|
||||
mat3 m = (temperature <= 6500.0) ? mat3(vec3(0.0, -2902.1955373783176, -8257.7997278925690),
|
||||
vec3(0.0, 1669.5803561666639, 2575.2827530017594),
|
||||
vec3(1.0, 1.3302673723350029, 1.8993753891711275)) :
|
||||
mat3(vec3(1745.0425298314172, 1216.6168361476490, -8257.7997278925690),
|
||||
vec3(-2666.3474220535695, -2173.1012343082230, 2575.2827530017594),
|
||||
vec3(0.55995389139931482, 0.70381203140554553, 1.8993753891711275));
|
||||
return mix(
|
||||
clamp(vec3(m[0] / (vec3(clamp(temperature, 1000.0, 40000.0)) + m[1]) + m[2]), vec3(0.0), vec3(1.0)),
|
||||
vec3(1.0),
|
||||
smoothstep(1000.0, 0.0, temperature)
|
||||
);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
// RGB
|
||||
vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]);
|
||||
|
||||
#ifdef WithQuickAndDirtyLuminancePreservation
|
||||
color *= mix(1.0,
|
||||
dot(color, vec3(0.2126, 0.7152, 0.0722)) / max(dot(color, vec3(0.2126, 0.7152, 0.0722)), 1e-5),
|
||||
LuminancePreservationFactor);
|
||||
#endif
|
||||
|
||||
color = mix(color, color * colorTemperatureToRGB(temperature), temperatureStrength);
|
||||
|
||||
vec4 outCol = vec4(color, pixColor[3]);
|
||||
|
||||
gl_FragColor = outCol;
|
||||
}
|
||||
|
20
.config/hypr/shaders/blue-light.frag
Normal file
20
.config/hypr/shaders/blue-light.frag
Normal file
@ -0,0 +1,20 @@
|
||||
// vim: set ft=glsl:
|
||||
// blue light filter shader
|
||||
// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
// green
|
||||
pixColor[1] *= 0.855;
|
||||
|
||||
// blue
|
||||
pixColor[2] *= 0.725;
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
16
.config/hypr/shaders/example.frag
Normal file
16
.config/hypr/shaders/example.frag
Normal file
@ -0,0 +1,16 @@
|
||||
//
|
||||
// Example blue light filter shader.
|
||||
//
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
pixColor[2] *= 0.8;
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
18
.config/hypr/shaders/grayscale.frag
Normal file
18
.config/hypr/shaders/grayscale.frag
Normal file
@ -0,0 +1,18 @@
|
||||
//
|
||||
// Example grayscale shader.
|
||||
//
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
gl_FragColor = vec4(
|
||||
pixColor[0] * 0.299 + pixColor[1] * 0.587 + pixColor[2] * 0.114,
|
||||
pixColor[0] * 0.299 + pixColor[1] * 0.587 + pixColor[2] * 0.114,
|
||||
pixColor[0] * 0.299 + pixColor[1] * 0.587 + pixColor[2] * 0.114,
|
||||
pixColor[3]
|
||||
);
|
||||
}
|
40
.config/hypr/shaders/vibrance.frag
Normal file
40
.config/hypr/shaders/vibrance.frag
Normal file
@ -0,0 +1,40 @@
|
||||
// vibrance for hyprland
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
|
||||
// see https://github.com/CeeJayDK/SweetFX/blob/a792aee788c6203385a858ebdea82a77f81c67f0/Shaders/Vibrance.fx#L20-L30
|
||||
const vec3 VIB_RGB_BALANCE = vec3(1.0, 1.0, 1.0);
|
||||
const float VIB_VIBRANCE = 0.15;
|
||||
|
||||
|
||||
const vec3 VIB_coeffVibrance = VIB_RGB_BALANCE * -VIB_VIBRANCE;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
// RGB
|
||||
vec3 color = vec3(pixColor[0], pixColor[1], pixColor[2]);
|
||||
|
||||
|
||||
// vec3 VIB_coefLuma = vec3(0.333333, 0.333334, 0.333333); // was for `if VIB_LUMA == 1`
|
||||
vec3 VIB_coefLuma = vec3(0.212656, 0.715158, 0.072186); // try both and see which one looks nicer.
|
||||
|
||||
float luma = dot(VIB_coefLuma, color);
|
||||
|
||||
float max_color = max(color[0], max(color[1], color[2]));
|
||||
float min_color = min(color[0], min(color[1], color[2]));
|
||||
|
||||
float color_saturation = max_color - min_color;
|
||||
|
||||
vec3 p_col = vec3(vec3(vec3(vec3(sign(VIB_coeffVibrance) * color_saturation) - 1.0) * VIB_coeffVibrance) + 1.0);
|
||||
|
||||
pixColor[0] = mix(luma, color[0], p_col[0]);
|
||||
pixColor[1] = mix(luma, color[1], p_col[1]);
|
||||
pixColor[2] = mix(luma, color[2], p_col[2]);
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
||||
|
Reference in New Issue
Block a user