diff options
author | Erik Reider <[email protected]> | 2022-11-12 01:38:09 +0100 |
---|---|---|
committer | GitHub <[email protected]> | 2022-11-11 19:38:09 -0500 |
commit | 1881b01d3fe1805d371589969b4a75b9cccd8d26 (patch) | |
tree | 9fab0420f88fa980e74f90e58d90a0c36952a880 /sway/desktop/shaders/tex_rgba.frag | |
parent | 8c907a0bcb75d0e2f8629a9c7a73048bf7594e83 (diff) |
Per application color saturation support (#21)
* Initial implementation without fullscreen support
* Limit saturation to 2
* Fixed saturation not working for fullscreen applications like CSGO
* Fixed saturation ignoring border radius
* Updated README and sway.5 man page
* Rebased from Master
* Added command to README
* Fixed nitpicks
Diffstat (limited to 'sway/desktop/shaders/tex_rgba.frag')
-rw-r--r-- | sway/desktop/shaders/tex_rgba.frag | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/sway/desktop/shaders/tex_rgba.frag b/sway/desktop/shaders/tex_rgba.frag index 95f58987..2a9dbccb 100644 --- a/sway/desktop/shaders/tex_rgba.frag +++ b/sway/desktop/shaders/tex_rgba.frag @@ -7,9 +7,20 @@ uniform vec2 size; uniform vec2 position; uniform float radius; uniform bool has_titlebar; +uniform float saturation; +const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); void main() { - gl_FragColor = texture2D(tex, v_texcoord) * alpha; + // Saturation + if (saturation != 1.0) { + vec4 pixColor = texture2D(tex, v_texcoord); + vec3 irgb = pixColor.rgb; + vec3 target = vec3(dot(irgb, saturation_weight)); + gl_FragColor = vec4(mix(target, irgb, saturation), pixColor.a) * alpha; + } else { + gl_FragColor = texture2D(tex, v_texcoord) * alpha; + } + if (!has_titlebar || gl_FragCoord.y - position.y > radius) { vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); if (max(corner_distance.x, corner_distance.y) < radius) { |