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authorErik Reider <[email protected]>2022-11-12 01:38:09 +0100
committerGitHub <[email protected]>2022-11-11 19:38:09 -0500
commit1881b01d3fe1805d371589969b4a75b9cccd8d26 (patch)
tree9fab0420f88fa980e74f90e58d90a0c36952a880 /sway/desktop/shaders/tex_rgba.frag
parent8c907a0bcb75d0e2f8629a9c7a73048bf7594e83 (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.frag13
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) {