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authorkrolxon <krolyxon@tutanota.com>2026-01-11 19:18:06 +0530
committerkrolxon <krolyxon@tutanota.com>2026-01-11 19:18:06 +0530
commitea8f17368def0b581efcc332d057c0a034d4da9b (patch)
tree5fd0bfd6627d34b93090d79628bdd87793e9f715 /.config/hypr/shaders/08_newspaper.glsl
parent4c31a041975718cc2fb933012a303cf457475ce7 (diff)
add shader script and keybinds
Diffstat (limited to '.config/hypr/shaders/08_newspaper.glsl')
-rwxr-xr-x.config/hypr/shaders/08_newspaper.glsl114
1 files changed, 114 insertions, 0 deletions
diff --git a/.config/hypr/shaders/08_newspaper.glsl b/.config/hypr/shaders/08_newspaper.glsl
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+++ b/.config/hypr/shaders/08_newspaper.glsl
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+#version 300 es
+precision highp float; // CRITICAL: Prevents many artifacts
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float dot_spacing = 4.0; // 3.0-6.0 recommended
+const int color_levels = 4; // Posterization levels
+const vec3 paper_color = vec3(0.95, 0.92, 0.85);
+const float paper_texture_strength = 0.04;
+const float dot_softness = 1.5; // Higher = softer dot edges (anti-aliasing)
+const float ink_darkness = 0.95; // How dark the ink appears (0.0-1.0)
+const bool use_dithering = true; // Reduces posterization banding
+// ---------------------
+
+// Improved hash function - less pattern artifacts than sin-based
+float hash12(vec2 p) {
+ vec3 p3 = fract(vec3(p.xyx) * 0.1031);
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.x + p3.y) * p3.z);
+}
+
+// Smoother 2D noise for paper texture
+float valueNoise(vec2 p) {
+ vec2 i = floor(p);
+ vec2 f = fract(p);
+
+ // Smooth interpolation
+ vec2 u = f * f * (3.0 - 2.0 * f);
+
+ float a = hash12(i);
+ float b = hash12(i + vec2(1.0, 0.0));
+ float c = hash12(i + vec2(0.0, 1.0));
+ float d = hash12(i + vec2(1.0, 1.0));
+
+ return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
+}
+
+float luminance(vec3 color) {
+ return dot(color, vec3(0.2126, 0.7152, 0.0722));
+}
+
+// Bayer 4x4 dithering matrix - reduces posterization banding
+float bayerDither(vec2 pos) {
+ ivec2 p = ivec2(mod(pos, 4.0));
+ int index = p.x + p.y * 4;
+
+ // Bayer matrix values
+ float matrix[16] = float[16](
+ 0.0, 8.0, 2.0, 10.0,
+ 12.0, 4.0, 14.0, 6.0,
+ 3.0, 11.0, 1.0, 9.0,
+ 15.0, 7.0, 13.0, 5.0
+ );
+
+ return (matrix[index] / 16.0) - 0.5;
+}
+
+void main() {
+ vec2 screen_res = vec2(textureSize(tex, 0));
+ vec2 pixel_coords = v_texcoord * screen_res;
+
+ // 1. Sample original with clamped coordinates (prevents edge artifacts)
+ vec2 safe_uv = clamp(v_texcoord, 0.0, 1.0);
+ vec3 original_color = texture(tex, safe_uv).rgb;
+
+ // 2. Posterize with optional dithering to reduce banding
+ float levels = float(color_levels);
+ vec3 posterized_color;
+
+ if (use_dithering) {
+ // Add dither before quantization
+ float dither = bayerDither(pixel_coords) / (levels * 2.0);
+ posterized_color = floor((original_color + dither) * levels) / (levels - 1.0);
+ } else {
+ posterized_color = floor(original_color * levels) / (levels - 1.0);
+ }
+ posterized_color = clamp(posterized_color, 0.0, 1.0);
+
+ // 3. Create layered paper texture (more natural looking)
+ float paper_noise = 0.0;
+ paper_noise += valueNoise(pixel_coords * 0.5) * 0.6; // Large grain
+ paper_noise += valueNoise(pixel_coords * 1.5) * 0.3; // Medium grain
+ paper_noise += hash12(pixel_coords) * 0.1; // Fine grain
+ paper_noise *= paper_texture_strength;
+
+ vec3 textured_paper = max(paper_color - paper_noise, 0.0); // Prevent negative
+
+ // 4. Create halftone grid
+ vec2 cell_coords = pixel_coords / dot_spacing;
+ vec2 grid_uv = fract(cell_coords);
+
+ // 5. Calculate halftone dot
+ // Use sqrt for area-proportional dots (perceptually correct)
+ float lum = luminance(posterized_color);
+ float darkness = 1.0 - lum;
+ float dot_radius = sqrt(darkness) * 0.5; // Area proportional to darkness
+
+ // Distance from cell center
+ float dist = length(grid_uv - 0.5);
+
+ // Anti-aliased dot edge using screen-space derivatives
+ // This adapts to any resolution automatically
+ float pixel_width = fwidth(dist) * dot_softness;
+ float dot_mask = smoothstep(dot_radius - pixel_width, dot_radius + pixel_width, dist);
+
+ // 6. Combine: ink color where dots are, paper elsewhere
+ vec3 ink_color = posterized_color * ink_darkness;
+ vec3 final_color = mix(ink_color, textured_paper, dot_mask);
+
+ fragColor = vec4(final_color, 1.0);
+}