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path: root/sway/desktop/fx_renderer/shaders/blur_effects.frag
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Diffstat (limited to 'sway/desktop/fx_renderer/shaders/blur_effects.frag')
-rw-r--r--sway/desktop/fx_renderer/shaders/blur_effects.frag54
1 files changed, 0 insertions, 54 deletions
diff --git a/sway/desktop/fx_renderer/shaders/blur_effects.frag b/sway/desktop/fx_renderer/shaders/blur_effects.frag
deleted file mode 100644
index 2fc16c15..00000000
--- a/sway/desktop/fx_renderer/shaders/blur_effects.frag
+++ /dev/null
@@ -1,54 +0,0 @@
-precision mediump float;
-varying vec2 v_texcoord;
-uniform sampler2D tex;
-
-uniform float noise;
-uniform float brightness;
-uniform float contrast;
-uniform float saturation;
-
-mat4 brightnessMatrix() {
- float b = brightness - 1.0;
- return mat4(1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- b, b, b, 1);
-}
-
-mat4 contrastMatrix() {
- float t = (1.0 - contrast) / 2.0;
- return mat4(contrast, 0, 0, 0,
- 0, contrast, 0, 0,
- 0, 0, contrast, 0,
- t, t, t, 1);
-}
-
-mat4 saturationMatrix() {
- vec3 luminance = vec3(0.3086, 0.6094, 0.0820);
- float oneMinusSat = 1.0 - saturation;
- vec3 red = vec3(luminance.x * oneMinusSat);
- red+= vec3(saturation, 0, 0);
- vec3 green = vec3(luminance.y * oneMinusSat);
- green += vec3(0, saturation, 0);
- vec3 blue = vec3(luminance.z * oneMinusSat);
- blue += vec3(0, 0, saturation);
- return mat4(red, 0,
- green, 0,
- blue, 0,
- 0, 0, 0, 1);
-}
-
-// Fast generative noise function
-float hash(vec2 p) {
- return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
-}
-
-void main() {
- vec4 color = texture2D(tex, v_texcoord);
- color *= brightnessMatrix() * contrastMatrix() * saturationMatrix();
- float noiseHash = hash(v_texcoord);
- float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
- color.rgb += noiseAmount * noise;
-
- gl_FragColor = color;
-}