mirror of
https://github.com/hyprwm/Hyprland.git
synced 2024-08-17 01:00:27 +03:00
renderer: added new customization options to the blur shaders (#3650)
Adds to `decoration:blur:` `vibrancy` and `vibrancy_darkness`
This commit is contained in:
parent
a1b7a5a53d
commit
29e0a7112e
@ -63,6 +63,8 @@ decoration {
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enabled = true
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size = 3
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passes = 1
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vibrancy = 0.1696
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}
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drop_shadow = true
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@ -153,34 +153,36 @@ void CConfigManager::setDefaultVars() {
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configValues["debug:suppress_errors"].intValue = 0;
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configValues["debug:watchdog_timeout"].intValue = 5;
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configValues["decoration:rounding"].intValue = 0;
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configValues["decoration:blur:enabled"].intValue = 1;
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configValues["decoration:blur:size"].intValue = 8;
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configValues["decoration:blur:passes"].intValue = 1;
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configValues["decoration:blur:ignore_opacity"].intValue = 0;
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configValues["decoration:blur:new_optimizations"].intValue = 1;
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configValues["decoration:blur:xray"].intValue = 0;
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configValues["decoration:blur:noise"].floatValue = 0.0117;
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configValues["decoration:blur:contrast"].floatValue = 0.8916;
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configValues["decoration:blur:brightness"].floatValue = 0.8172;
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configValues["decoration:blur:special"].intValue = 0;
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configValues["decoration:active_opacity"].floatValue = 1;
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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configValues["decoration:no_blur_on_oversized"].intValue = 0;
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configValues["decoration:drop_shadow"].intValue = 1;
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configValues["decoration:shadow_range"].intValue = 4;
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configValues["decoration:shadow_render_power"].intValue = 3;
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configValues["decoration:shadow_ignore_window"].intValue = 1;
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configValues["decoration:shadow_offset"].vecValue = Vector2D();
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configValues["decoration:shadow_scale"].floatValue = 1.f;
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configValues["decoration:col.shadow"].intValue = 0xee1a1a1a;
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configValues["decoration:col.shadow_inactive"].intValue = INT_MAX;
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configValues["decoration:dim_inactive"].intValue = 0;
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configValues["decoration:dim_strength"].floatValue = 0.5f;
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configValues["decoration:dim_special"].floatValue = 0.2f;
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configValues["decoration:dim_around"].floatValue = 0.4f;
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configValues["decoration:screen_shader"].strValue = STRVAL_EMPTY;
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configValues["decoration:rounding"].intValue = 0;
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configValues["decoration:blur:enabled"].intValue = 1;
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configValues["decoration:blur:size"].intValue = 8;
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configValues["decoration:blur:passes"].intValue = 1;
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configValues["decoration:blur:ignore_opacity"].intValue = 0;
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configValues["decoration:blur:new_optimizations"].intValue = 1;
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configValues["decoration:blur:xray"].intValue = 0;
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configValues["decoration:blur:contrast"].floatValue = 0.8916;
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configValues["decoration:blur:brightness"].floatValue = 1.0;
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configValues["decoration:blur:vibrancy"].floatValue = 0.1696;
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configValues["decoration:blur:vibrancy_darkness"].floatValue = 0.0;
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configValues["decoration:blur:noise"].floatValue = 0.0117;
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configValues["decoration:blur:special"].intValue = 0;
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configValues["decoration:active_opacity"].floatValue = 1;
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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configValues["decoration:no_blur_on_oversized"].intValue = 0;
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configValues["decoration:drop_shadow"].intValue = 1;
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configValues["decoration:shadow_range"].intValue = 4;
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configValues["decoration:shadow_render_power"].intValue = 3;
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configValues["decoration:shadow_ignore_window"].intValue = 1;
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configValues["decoration:shadow_offset"].vecValue = Vector2D();
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configValues["decoration:shadow_scale"].floatValue = 1.f;
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configValues["decoration:col.shadow"].intValue = 0xee1a1a1a;
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configValues["decoration:col.shadow_inactive"].intValue = INT_MAX;
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configValues["decoration:dim_inactive"].intValue = 0;
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configValues["decoration:dim_strength"].floatValue = 0.5f;
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configValues["decoration:dim_special"].floatValue = 0.2f;
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configValues["decoration:dim_around"].floatValue = 0.4f;
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configValues["decoration:screen_shader"].strValue = STRVAL_EMPTY;
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configValues["dwindle:pseudotile"].intValue = 0;
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configValues["dwindle:force_split"].intValue = 0;
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@ -307,15 +307,18 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shEXT.applyTint = glGetUniformLocation(prog, "applyTint");
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m_RenderData.pCurrentMonData->m_shEXT.tint = glGetUniformLocation(prog, "tint");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_RenderData.pCurrentMonData->m_shBLUR1.program = prog;
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m_RenderData.pCurrentMonData->m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLUR1.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_RenderData.pCurrentMonData->m_shBLUR1.program = prog;
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m_RenderData.pCurrentMonData->m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLUR1.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel");
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m_RenderData.pCurrentMonData->m_shBLUR1.passes = glGetUniformLocation(prog, "passes");
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m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy = glGetUniformLocation(prog, "vibrancy");
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m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy_darkness = glGetUniformLocation(prog, "vibrancy_darkness");
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prog = createProgram(TEXVERTSRC, FRAGBLUR2);
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m_RenderData.pCurrentMonData->m_shBLUR2.program = prog;
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@ -327,15 +330,23 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shBLUR2.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(TEXVERTSRC, FRAGBLURPREPARE);
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.program = prog;
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.contrast = glGetUniformLocation(prog, "contrast");
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m_RenderData.pCurrentMonData->m_shBLURPREPARE.brightness = glGetUniformLocation(prog, "brightness");
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prog = createProgram(TEXVERTSRC, FRAGBLURFINISH);
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m_RenderData.pCurrentMonData->m_shBLURFINISH.program = prog;
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m_RenderData.pCurrentMonData->m_shBLURFINISH.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast = glGetUniformLocation(prog, "contrast");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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@ -912,8 +923,10 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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// get the config settings
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur:passes")->intValue;
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur:passes")->intValue;
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static auto* const PBLURVIBRANCY = &g_pConfigManager->getConfigValuePtr("decoration:blur:vibrancy")->floatValue;
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static auto* const PBLURVIBRANCYDARKNESS = &g_pConfigManager->getConfigValuePtr("decoration:blur:vibrancy_darkness")->floatValue;
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// prep damage
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CRegion damage{*originalDamage};
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@ -927,7 +940,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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CFramebuffer* currentRenderToFB = PMIRRORFB;
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// begin with color adjustments
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// Begin with base color adjustments - global brightness and contrast
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// TODO: make this a part of the first pass maybe to save on a drawcall?
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{
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static auto* const PBLURCONTRAST = &g_pConfigManager->getConfigValuePtr("decoration:blur:contrast")->floatValue;
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@ -941,24 +954,23 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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glTexParameteri(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(m_RenderData.pCurrentMonData->m_shBLURFINISH.program);
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glUseProgram(m_RenderData.pCurrentMonData->m_shBLURPREPARE.program);
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#ifndef GLES2
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_TRUE, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURPREPARE.proj, 1, GL_TRUE, glMatrix);
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#else
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast, *PBLURCONTRAST);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURPREPARE.contrast, *PBLURCONTRAST);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURPREPARE.brightness, *PBLURBRIGHTNESS);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLURPREPARE.tex, 0);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib);
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if (!damage.empty()) {
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for (auto& RECT : damage.getRects()) {
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@ -967,8 +979,8 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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}
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}
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib);
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currentRenderToFB = PMIRRORSWAPFB;
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}
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@ -996,10 +1008,13 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1f(pShader->radius, *PBLURSIZE * a); // this makes the blursize change with a
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if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
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if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1) {
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glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f),
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0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
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else
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLUR1.passes, *PBLURPASSES);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy, *PBLURVIBRANCY);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy_darkness, *PBLURVIBRANCYDARKNESS);
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} else
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glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f),
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0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
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glUniform1i(pShader->tex, 0);
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@ -1045,9 +1060,10 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up
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}
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// finalize with noise
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// finalize the image
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{
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static auto* const PBLURNOISE = &g_pConfigManager->getConfigValuePtr("decoration:blur:noise")->floatValue;
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static auto* const PBLURNOISE = &g_pConfigManager->getConfigValuePtr("decoration:blur:noise")->floatValue;
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static auto* const PBLURBRIGHTNESS = &g_pConfigManager->getConfigValuePtr("decoration:blur:brightness")->floatValue;
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if (currentRenderToFB == PMIRRORFB)
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PMIRRORSWAPFB->bind();
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@ -1069,6 +1085,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.noise, *PBLURNOISE);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0);
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@ -64,6 +64,7 @@ struct SMonitorRenderData {
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shBLURPREPARE;
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CShader m_shBLURFINISH;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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@ -46,13 +46,21 @@ class CShader {
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GLint distort = -1;
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GLint output = -1;
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GLint noise = -1;
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GLint contrast = -1;
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GLint brightness = -1;
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// Blur prepare
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GLint contrast = -1;
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GLint getUniformLocation(const std::string&);
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// Blur
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GLint passes = -1; // Used by `vibrancy`
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GLint vibrancy = -1;
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GLint vibrancy_darkness = -1;
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void destroy();
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// Blur finish
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GLint brightness = -1;
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GLint noise = -1;
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GLint getUniformLocation(const std::string&);
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void destroy();
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private:
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std::unordered_map<std::string, GLint> m_muUniforms;
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@ -180,12 +180,116 @@ void main() {
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inline const std::string FRAGBLUR1 = R"#(
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#version 100
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precision mediump float;
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precision mediump float;
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varying mediump vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 halfpixel;
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uniform float radius;
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uniform vec2 halfpixel;
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uniform int passes;
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uniform float vibrancy;
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uniform float vibrancy_darkness;
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// see http://alienryderflex.com/hsp.html
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const float Pr = 0.299;
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const float Pg = 0.587;
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const float Pb = 0.114;
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// Y is "v" ( brightness ). X is "s" ( saturation )
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// see https://www.desmos.com/3d/a88652b9a4
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// Determines if high brightness or high saturation is more important
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const float a = 0.93;
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const float b = 0.11;
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const float c = 0.66; // Determines the smoothness of the transition of unboosted to boosted colors
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//
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// http://www.flong.com/archive/texts/code/shapers_circ/
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float doubleCircleSigmoid(float x, float a) {
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float min_param_a = 0.0;
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float max_param_a = 1.0;
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a = max(min_param_a, min(max_param_a, a));
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float y = .0;
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if (x <= a) {
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y = a - sqrt(a * a - x * x);
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} else {
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y = a + sqrt(pow(1. - a, 2.) - pow(x - 1., 2.));
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}
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return y;
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}
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vec3 rgb2hsl(vec3 col) {
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float red = col.r;
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float green = col.g;
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float blue = col.b;
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float minc = min(col.r, min(col.g, col.b));
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float maxc = max(col.r, max(col.g, col.b));
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float delta = maxc - minc;
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||||
float lum = (minc + maxc) * 0.5;
|
||||
float sat = 0.0;
|
||||
float hue = 0.0;
|
||||
|
||||
if (lum > 0.0 && lum < 1.0) {
|
||||
float mul = (lum < 0.5) ? (lum) : (1.0 - lum);
|
||||
sat = delta / (mul * 2.0);
|
||||
}
|
||||
|
||||
vec3 masks = vec3((maxc == red && maxc != green) ? 1.0 : 0.0, (maxc == green && maxc != blue) ? 1.0 : 0.0, (maxc == blue && maxc != red) ? 1.0 : 0.0);
|
||||
|
||||
vec3 adds = vec3(((green - blue) / delta), 2.0 + ((blue - red) / delta), 4.0 + ((red - green) / delta));
|
||||
|
||||
float deltaGtz = (delta > 0.0) ? 1.0 : 0.0;
|
||||
|
||||
hue += dot(adds, masks);
|
||||
hue *= deltaGtz;
|
||||
hue /= 6.0;
|
||||
|
||||
if (hue < 0.0)
|
||||
hue += 1.0;
|
||||
|
||||
return vec3(hue, sat, lum);
|
||||
}
|
||||
vec3 hsl2rgb(vec3 col) {
|
||||
const float onethird = 1.0 / 3.0;
|
||||
const float twothird = 2.0 / 3.0;
|
||||
const float rcpsixth = 6.0;
|
||||
|
||||
float hue = col.x;
|
||||
float sat = col.y;
|
||||
float lum = col.z;
|
||||
|
||||
vec3 xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
|
||||
|
||||
if (hue < twothird) {
|
||||
xt.r = 0.0;
|
||||
xt.g = rcpsixth * (twothird - hue);
|
||||
xt.b = rcpsixth * (hue - onethird);
|
||||
}
|
||||
|
||||
if (hue < onethird) {
|
||||
xt.r = rcpsixth * (onethird - hue);
|
||||
xt.g = rcpsixth * hue;
|
||||
xt.b = 0.0;
|
||||
}
|
||||
|
||||
xt = min(xt, 1.0);
|
||||
|
||||
float sat2 = 2.0 * sat;
|
||||
float satinv = 1.0 - sat;
|
||||
float luminv = 1.0 - lum;
|
||||
float lum2m1 = (2.0 * lum) - 1.0;
|
||||
vec3 ct = (sat2 * xt) + satinv;
|
||||
|
||||
vec3 rgb;
|
||||
if (lum >= 0.5)
|
||||
rgb = (luminv * ct) + lum2m1;
|
||||
else
|
||||
rgb = lum * ct;
|
||||
|
||||
return rgb;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = v_texcoord * 2.0;
|
||||
@ -196,7 +300,28 @@ void main() {
|
||||
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
|
||||
sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
|
||||
|
||||
gl_FragColor = sum / 8.0;
|
||||
vec4 color = sum / 8.0;
|
||||
|
||||
if (vibrancy == 0.0) {
|
||||
gl_FragColor = color;
|
||||
} else {
|
||||
// Invert it so that it correctly maps to the config setting
|
||||
float vibrancy_darkness1 = 1.0 - vibrancy_darkness;
|
||||
|
||||
// Decrease the RGB components based on their perceived brightness, to prevent visually dark colors from overblowing the rest.
|
||||
vec3 hsl = rgb2hsl(color.rgb);
|
||||
// Calculate perceived brightness, as not boost visually dark colors like deep blue as much as equally saturated yellow
|
||||
float perceivedBrightness = doubleCircleSigmoid(sqrt(color.r * color.r * Pr + color.g * color.g * Pg + color.b * color.b * Pb), 0.8 * vibrancy_darkness1);
|
||||
|
||||
float b1 = b * vibrancy_darkness1;
|
||||
float boostBase = hsl[1] > 0.0 ? smoothstep(b1 - c * 0.5, b1 + c * 0.5, 1.0 - (pow(1.0 - hsl[1] * cos(a), 2.0) + pow(1.0 - perceivedBrightness * sin(a), 2.0))) : 0.0;
|
||||
|
||||
float saturation = clamp(hsl[1] + (boostBase * vibrancy) / float(passes), 0.0, 1.0);
|
||||
|
||||
vec3 newColor = hsl2rgb(vec3(hsl[0], saturation, hsl[2]));
|
||||
|
||||
gl_FragColor = vec4(newColor, color[3]);
|
||||
}
|
||||
}
|
||||
)#";
|
||||
|
||||
@ -226,35 +351,66 @@ void main() {
|
||||
}
|
||||
)#";
|
||||
|
||||
inline const std::string FRAGBLURFINISH = R"#(
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord; // is in 0-1
|
||||
inline const std::string FRAGBLURPREPARE = R"#(
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord; // is in 0-1
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform float contrast;
|
||||
uniform float noise;
|
||||
uniform float brightness;
|
||||
uniform float contrast;
|
||||
uniform float brightness;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
float gain(float x, float k) {
|
||||
float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
|
||||
return (x < 0.5) ? a : 1.0 - a;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
// contrast
|
||||
pixColor.rgb = (pixColor.rgb - 0.5) * contrast + 0.5;
|
||||
if (contrast != 1.0) {
|
||||
pixColor.r = gain(pixColor.r, contrast);
|
||||
pixColor.g = gain(pixColor.g, contrast);
|
||||
pixColor.b = gain(pixColor.b, contrast);
|
||||
}
|
||||
|
||||
// brightness
|
||||
pixColor.rgb *= brightness;
|
||||
if (brightness > 1.0) {
|
||||
pixColor.rgb *= brightness;
|
||||
}
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
}
|
||||
)#";
|
||||
|
||||
inline const std::string FRAGBLURFINISH = R"#(
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord; // is in 0-1
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform float noise;
|
||||
uniform float brightness;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 pixColor = texture2D(tex, v_texcoord);
|
||||
|
||||
// noise
|
||||
float noiseHash = hash(v_texcoord);
|
||||
float noiseHash = hash(v_texcoord);
|
||||
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
|
||||
pixColor.rgb += noiseAmount * noise;
|
||||
|
||||
// brightness
|
||||
if (brightness < 1.0) {
|
||||
pixColor.rgb *= brightness;
|
||||
}
|
||||
|
||||
gl_FragColor = pixColor;
|
||||
})#";
|
||||
}
|
||||
)#";
|
||||
|
||||
inline const std::string TEXFRAGSRCEXT = R"#(
|
||||
#extension GL_OES_EGL_image_external : require
|
||||
|
Loading…
Reference in New Issue
Block a user