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path: root/sway/desktop/fx_renderer/shaders/blur_effects.frag
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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;
}