Created
November 29, 2020 02:16
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Fragment Shader to test color-keyed transparency in picom
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#version 330 | |
uniform float opacity; | |
uniform float dim; | |
uniform bool invert_color; | |
in vec2 texcoord; | |
uniform sampler2D tex; | |
uniform sampler2D brightness; | |
uniform float max_brightness; | |
float get_color_distance(vec3 a, vec3 b) { | |
float r_mean = (a.r + b.r) / 2.0; | |
vec3 c_diff = a - b; | |
float c_dist = dot(vec3(2 + r_mean, 4, 3 - r_mean), c_diff * c_diff) / 3.0; | |
c_dist = min(c_dist * 300, 1.0); | |
return pow(c_dist, 2); | |
} | |
float get_bg_alpha(vec3 bg_color, float bg_opacity) { | |
float dist = get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord), 0).rgb) * 4.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(0, 1)), 0).rgb) * 2.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(1, 1)), 0).rgb) * 1.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(1, 0)), 0).rgb) * 2.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(1, -1)), 0).rgb) * 1.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(0, -1)), 0).rgb) * 2.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(-1, -1)), 0).rgb) * 1.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(-1, 0)), 0).rgb) * 2.0; | |
dist += get_color_distance(bg_color.rgb, texelFetch(tex, ivec2(texcoord + vec2(-1, 1)), 0).rgb) * 1.0; | |
return mix(bg_opacity, 1, dist / 16.0); | |
} | |
void main() { | |
vec3 bg_color = vec3(0.25, 0.247, 0.252); | |
float bg_opacity = 0.5; | |
vec4 c = texelFetch(tex, ivec2(texcoord), 0); | |
float bg_alpha = get_bg_alpha(bg_color, bg_opacity); | |
gl_FragColor = c * bg_alpha; | |
} |
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