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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
parent4c31a041975718cc2fb933012a303cf457475ce7 (diff)
add shader script and keybinds
Diffstat (limited to '.config/hypr')
-rwxr-xr-x.config/hypr/shaders/01_red_tint.glsl16
-rwxr-xr-x.config/hypr/shaders/02_green_tint.glsl16
-rwxr-xr-x.config/hypr/shaders/03_blue_tint.glsl15
-rwxr-xr-x.config/hypr/shaders/04_optics_compensate.glsl72
-rwxr-xr-x.config/hypr/shaders/05_sketch.glsl89
-rwxr-xr-x.config/hypr/shaders/06_wobble.glsl72
-rwxr-xr-x.config/hypr/shaders/07_chromatic_aberration.glsl43
-rwxr-xr-x.config/hypr/shaders/08_newspaper.glsl114
-rwxr-xr-x.config/hypr/shaders/09_pixelated.glsl28
-rwxr-xr-x.config/hypr/shaders/10_grayscale.glsl40
-rwxr-xr-x.config/hypr/shaders/11_invert.glsl30
-rwxr-xr-x.config/hypr/shaders/12_posterization.glsl39
-rwxr-xr-x.config/hypr/shaders/13_sepia.glsl33
-rwxr-xr-x.config/hypr/shaders/14_vibrance.glsl37
-rwxr-xr-x.config/hypr/shaders/15_anaglyph_3d.glsl35
-rwxr-xr-x.config/hypr/shaders/16_vignette.glsl37
-rw-r--r--.config/hypr/shaders/vibrance.glsl40
-rw-r--r--.config/hypr/source/keybinds.conf18
18 files changed, 768 insertions, 6 deletions
diff --git a/.config/hypr/shaders/01_red_tint.glsl b/.config/hypr/shaders/01_red_tint.glsl
new file mode 100755
index 0000000..ea9f8c0
--- /dev/null
+++ b/.config/hypr/shaders/01_red_tint.glsl
@@ -0,0 +1,16 @@
+#version 300 es
+// Pure Red Channel Shader - OPTIMIZED
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// Using Rec. 709 for consistency
+const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
+
+void main() {
+ vec4 pixColor = texture(tex, v_texcoord);
+ float gray = dot(pixColor.rgb, LUMA);
+ fragColor = vec4(gray, 0.0, 0.0, pixColor.a);
+}
diff --git a/.config/hypr/shaders/02_green_tint.glsl b/.config/hypr/shaders/02_green_tint.glsl
new file mode 100755
index 0000000..c978154
--- /dev/null
+++ b/.config/hypr/shaders/02_green_tint.glsl
@@ -0,0 +1,16 @@
+#version 300 es
+// Pure Green Channel Shader - FIXED
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
+
+void main() {
+ vec4 pixColor = texture(tex, v_texcoord);
+ float gray = dot(pixColor.rgb, LUMA);
+ // FIXED: Now correctly outputs to GREEN channel
+ fragColor = vec4(0.0, gray, 0.0, pixColor.a);
+}
diff --git a/.config/hypr/shaders/03_blue_tint.glsl b/.config/hypr/shaders/03_blue_tint.glsl
new file mode 100755
index 0000000..78c1527
--- /dev/null
+++ b/.config/hypr/shaders/03_blue_tint.glsl
@@ -0,0 +1,15 @@
+#version 300 es
+// Pure Blue Channel Shader - OPTIMIZED
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
+
+void main() {
+ vec4 pixColor = texture(tex, v_texcoord);
+ float gray = dot(pixColor.rgb, LUMA);
+ fragColor = vec4(0.0, 0.0, gray, pixColor.a);
+}
diff --git a/.config/hypr/shaders/04_optics_compensate.glsl b/.config/hypr/shaders/04_optics_compensate.glsl
new file mode 100755
index 0000000..ea426c5
--- /dev/null
+++ b/.config/hypr/shaders/04_optics_compensate.glsl
@@ -0,0 +1,72 @@
+#version 300 es
+// Retro CRT Shader - FULLY OPTIMIZED
+// Fixes: Resolution-aware scanlines, proper vignette, edge clamping,
+// correct aberration direction, anti-aliased scanlines
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float CURVATURE = 3.5;
+const float SCANLINE_STRENGTH = 0.25;
+// Approximate screen height in pixels (adjust to your resolution)
+const float SCREEN_HEIGHT = 1080.0;
+// Scanlines per screen height (lower = thicker lines)
+const float SCANLINE_COUNT = 540.0;
+const float ABERRATION = 0.002;
+const float VIGNETTE_RADIUS = 1.00;
+const float VIGNETTE_SOFTNESS = 0.45;
+// Phosphor glow simulation
+const float GLOW = 0.03;
+
+vec2 curveUV(vec2 uv) {
+ uv = uv * 2.0 - 1.0;
+ vec2 offset = abs(uv.yx) / vec2(CURVATURE);
+ uv = uv + uv * offset * offset;
+ uv = uv * 0.5 + 0.5;
+ return uv;
+}
+
+void main() {
+ vec2 uv = curveUV(v_texcoord);
+
+ // Black bezel for out-of-bounds
+ if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
+ fragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ return;
+ }
+
+ // FIXED: Clamp aberration samples to prevent edge artifacts
+ vec2 centerDist = uv - 0.5;
+ vec2 aberrOffset = centerDist * ABERRATION;
+
+ // FIXED: Correct direction - red focuses short, blue focuses long
+ float r = texture(tex, clamp(uv + aberrOffset, 0.0, 1.0)).r;
+ float g = texture(tex, uv).g;
+ float b = texture(tex, clamp(uv - aberrOffset, 0.0, 1.0)).b;
+ vec3 color = vec3(r, g, b);
+
+ // FIXED: Anti-aliased scanlines that don't shimmer during scroll
+ // Using smooth triangle wave instead of harsh sine
+ float scanlinePhase = uv.y * SCANLINE_COUNT * 2.0;
+ float scanline = abs(fract(scanlinePhase) - 0.5) * 2.0; // Triangle wave 0-1
+ scanline = smoothstep(0.0, 1.0, scanline); // Smooth it
+ float scanlineFactor = 1.0 - (SCANLINE_STRENGTH * (1.0 - scanline));
+ color *= scanlineFactor;
+
+ // Subtle phosphor glow (brightens slightly between scanlines)
+ color += GLOW * (1.0 - scanline);
+
+ // FIXED: Proper circular vignette with correct smoothstep bounds
+ float dist = length(centerDist) * 2.0; // 0 at center, ~1.414 at corners
+ float vignette = 1.0 - smoothstep(VIGNETTE_RADIUS, VIGNETTE_RADIUS + VIGNETTE_SOFTNESS, dist);
+ color *= vignette;
+
+ // Subtle brightness boost to compensate for darkening effects
+ color *= 1.1;
+
+ fragColor = vec4(clamp(color, 0.0, 1.0), 1.0);
+}
diff --git a/.config/hypr/shaders/05_sketch.glsl b/.config/hypr/shaders/05_sketch.glsl
new file mode 100755
index 0000000..29ffff9
--- /dev/null
+++ b/.config/hypr/shaders/05_sketch.glsl
@@ -0,0 +1,89 @@
+#version 300 es
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float edge_threshold = 0.15; // Sensitivity (0.05-0.5) - lower = more edges
+const float edge_softness = 0.08; // Anti-aliasing amount
+const float line_thickness = 1.0; // 1.0 = normal, 2.0 = thicker
+const float line_darkness = 0.05; // 0.0 = pure black, higher = lighter
+const float paper_brightness = 0.98; // Paper color
+const float paper_grain = 0.03; // Paper texture intensity
+const float noise_reduction = 0.5; // Reduces speckles in smooth areas
+// ---------------------
+
+float luminance(vec3 color) {
+ return dot(color, vec3(0.2126, 0.7152, 0.0722));
+}
+
+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);
+}
+
+// Sample luminance with bounds checking
+float sampleLum(vec2 uv) {
+ vec2 safe_uv = clamp(uv, 0.0, 1.0);
+ return luminance(texture(tex, safe_uv).rgb);
+}
+
+void main() {
+ vec2 screen_res = vec2(textureSize(tex, 0));
+ vec2 pixel_size = line_thickness / screen_res;
+ vec2 pixel_coords = v_texcoord * screen_res;
+
+ // Sobel kernel sampling with proper edge clamping
+ float tl = sampleLum(v_texcoord + vec2(-pixel_size.x, -pixel_size.y));
+ float t = sampleLum(v_texcoord + vec2( 0.0, -pixel_size.y));
+ float tr = sampleLum(v_texcoord + vec2( pixel_size.x, -pixel_size.y));
+ float l = sampleLum(v_texcoord + vec2(-pixel_size.x, 0.0));
+ float c = sampleLum(v_texcoord); // Center pixel
+ float r = sampleLum(v_texcoord + vec2( pixel_size.x, 0.0));
+ float bl = sampleLum(v_texcoord + vec2(-pixel_size.x, pixel_size.y));
+ float b = sampleLum(v_texcoord + vec2( 0.0, pixel_size.y));
+ float br = sampleLum(v_texcoord + vec2( pixel_size.x, pixel_size.y));
+
+ // Sobel operators
+ float Gx = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
+ float Gy = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
+ float gradient = sqrt(Gx * Gx + Gy * Gy);
+
+ // Calculate local variance for noise reduction
+ // (reduces speckles in smooth areas while preserving real edges)
+ float mean = (tl + t + tr + l + c + r + bl + b + br) / 9.0;
+ float variance = 0.0;
+ variance += (tl - mean) * (tl - mean);
+ variance += (t - mean) * (t - mean);
+ variance += (tr - mean) * (tr - mean);
+ variance += (l - mean) * (l - mean);
+ variance += (c - mean) * (c - mean);
+ variance += (r - mean) * (r - mean);
+ variance += (bl - mean) * (bl - mean);
+ variance += (b - mean) * (b - mean);
+ variance += (br - mean) * (br - mean);
+ variance = sqrt(variance / 9.0);
+
+ // Adaptive threshold: require stronger edges in noisy areas
+ float adaptive_threshold = edge_threshold + variance * noise_reduction;
+
+ // Smooth edge detection (anti-aliased)
+ float edge = smoothstep(
+ adaptive_threshold - edge_softness,
+ adaptive_threshold + edge_softness,
+ gradient
+ );
+
+ // Paper texture
+ float paper = paper_brightness;
+ paper -= hash12(pixel_coords * 0.4) * paper_grain;
+ paper -= hash12(pixel_coords * 2.1) * paper_grain * 0.4;
+
+ // Final blend
+ float final_value = mix(paper, line_darkness, edge);
+
+ fragColor = vec4(vec3(final_value), 1.0);
+}
diff --git a/.config/hypr/shaders/06_wobble.glsl b/.config/hypr/shaders/06_wobble.glsl
new file mode 100755
index 0000000..b016aa0
--- /dev/null
+++ b/.config/hypr/shaders/06_wobble.glsl
@@ -0,0 +1,72 @@
+#version 300 es
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+uniform float TIME;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float wobble_speed = 3.0; // Animation speed
+const float wobble_frequency = 15.0; // Wave density
+const float wobble_amplitude = 0.025; // Displacement amount
+const float edge_fade = 0.1; // Fade near edges (0.0 to disable)
+const bool organic_motion = true; // Multi-frequency for natural look
+const bool prevent_edge_artifacts = true;
+// ---------------------
+
+void main() {
+ // Use local time to prevent floating point precision issues with large TIME values
+ float t = mod(TIME, 628.318); // Wrap at 2*PI*100
+
+ vec2 new_uv = v_texcoord;
+
+ // Calculate edge fade mask (reduces artifacts at screen borders)
+ float edge_mask = 1.0;
+ if (edge_fade > 0.0) {
+ vec2 dist_to_edge = min(v_texcoord, 1.0 - v_texcoord);
+ float min_dist = min(dist_to_edge.x, dist_to_edge.y);
+ edge_mask = smoothstep(0.0, edge_fade, min_dist);
+ }
+
+ float amplitude = wobble_amplitude * edge_mask;
+
+ float h_offset, v_offset;
+
+ if (organic_motion) {
+ // Layer multiple frequencies for organic, natural motion
+ // Different speeds prevent repetitive patterns
+
+ // Horizontal wobble (based on Y position)
+ h_offset = 0.0;
+ h_offset += sin(v_texcoord.y * wobble_frequency * 1.0 + t * wobble_speed * 1.00) * 0.50;
+ h_offset += sin(v_texcoord.y * wobble_frequency * 2.1 + t * wobble_speed * 1.37) * 0.30;
+ h_offset += sin(v_texcoord.y * wobble_frequency * 0.5 + t * wobble_speed * 0.71) * 0.20;
+
+ // Vertical wobble (based on X position)
+ v_offset = 0.0;
+ v_offset += cos(v_texcoord.x * wobble_frequency * 0.9 + t * wobble_speed * 1.13) * 0.50;
+ v_offset += cos(v_texcoord.x * wobble_frequency * 1.7 + t * wobble_speed * 0.83) * 0.30;
+ v_offset += cos(v_texcoord.x * wobble_frequency * 0.4 + t * wobble_speed * 1.41) * 0.20;
+
+ // Add subtle interaction between axes
+ h_offset += sin(v_texcoord.x * wobble_frequency * 0.3 + t * wobble_speed * 0.5) * 0.1;
+ v_offset += cos(v_texcoord.y * wobble_frequency * 0.3 + t * wobble_speed * 0.6) * 0.1;
+
+ } else {
+ // Simple single-frequency wobble
+ h_offset = sin(v_texcoord.y * wobble_frequency + t * wobble_speed);
+ v_offset = cos(v_texcoord.x * wobble_frequency + t * wobble_speed);
+ }
+
+ new_uv.x += h_offset * amplitude;
+ new_uv.y += v_offset * amplitude;
+
+ // Prevent sampling outside texture bounds
+ if (prevent_edge_artifacts) {
+ // Clamp with small margin to prevent edge bleeding
+ new_uv = clamp(new_uv, 0.002, 0.998);
+ }
+
+ fragColor = texture(tex, new_uv);
+}
diff --git a/.config/hypr/shaders/07_chromatic_aberration.glsl b/.config/hypr/shaders/07_chromatic_aberration.glsl
new file mode 100755
index 0000000..0f5da19
--- /dev/null
+++ b/.config/hypr/shaders/07_chromatic_aberration.glsl
@@ -0,0 +1,43 @@
+#version 300 es
+// Chromatic Aberration Shader for Hyprland - OPTIMIZED
+// Fixes: Edge clamping, aspect ratio correction, quadratic falloff
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float STRENGTH = 0.010;
+// Set to your monitor's aspect ratio (16/9, 21/9, etc.) or use 1.0 for uncorrected
+const float ASPECT_RATIO = 16.0 / 9.0;
+// Use quadratic falloff for more realistic lens distortion
+const bool QUADRATIC_FALLOFF = true;
+
+void main() {
+ // Aspect-corrected center distance
+ vec2 distFromCenter = v_texcoord - 0.5;
+ distFromCenter.x *= ASPECT_RATIO;
+
+ // Calculate offset magnitude
+ float dist = length(distFromCenter);
+ float falloff = QUADRATIC_FALLOFF ? dist * dist : dist;
+
+ // Normalize direction and apply strength
+ vec2 dir = normalize(distFromCenter + 0.0001); // Prevent div by zero
+ vec2 offset = dir * falloff * STRENGTH;
+ offset.x /= ASPECT_RATIO; // Correct back for sampling
+
+ // Sample with clamped coordinates to prevent edge artifacts
+ vec2 redCoord = clamp(v_texcoord - offset, 0.0, 1.0);
+ vec2 blueCoord = clamp(v_texcoord + offset, 0.0, 1.0);
+
+ float r = texture(tex, redCoord).r;
+ vec4 centerPixel = texture(tex, v_texcoord);
+ float g = centerPixel.g;
+ float b = texture(tex, blueCoord).b;
+
+ // Preserve alpha from center sample
+ fragColor = vec4(r, g, b, centerPixel.a);
+}
diff --git a/.config/hypr/shaders/08_newspaper.glsl b/.config/hypr/shaders/08_newspaper.glsl
new file mode 100755
index 0000000..168c677
--- /dev/null
+++ b/.config/hypr/shaders/08_newspaper.glsl
@@ -0,0 +1,114 @@
+#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);
+}
diff --git a/.config/hypr/shaders/09_pixelated.glsl b/.config/hypr/shaders/09_pixelated.glsl
new file mode 100755
index 0000000..7425135
--- /dev/null
+++ b/.config/hypr/shaders/09_pixelated.glsl
@@ -0,0 +1,28 @@
+#version 300 es
+// Pixelation Shader - OPTIMIZED
+// Fixes: Sample from pixel CENTER (not corner), aspect ratio support
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+// Pixels across the shorter dimension (height usually)
+const float PIXEL_COUNT = 350.0;
+// Set to your aspect ratio, or 1.0 for square pixels
+const float ASPECT_RATIO = 16.0 / 9.0;
+
+void main() {
+ // Calculate pixel dimensions accounting for aspect ratio
+ vec2 pixelCount = vec2(PIXEL_COUNT * ASPECT_RATIO, PIXEL_COUNT);
+ vec2 pixelSize = 1.0 / pixelCount;
+
+ // FIXED: Sample from pixel CENTER, not corner
+ // This prevents the "swimming" artifact when content moves
+ vec2 pixelCoord = floor(v_texcoord * pixelCount) + 0.5;
+ vec2 sampleCoord = pixelCoord / pixelCount;
+
+ fragColor = texture(tex, sampleCoord);
+}
diff --git a/.config/hypr/shaders/10_grayscale.glsl b/.config/hypr/shaders/10_grayscale.glsl
new file mode 100755
index 0000000..f80900e
--- /dev/null
+++ b/.config/hypr/shaders/10_grayscale.glsl
@@ -0,0 +1,40 @@
+#version 300 es
+// Grayscale Shader for Hyprland - OPTIMIZED
+// Added: Optional gamma-correct conversion for accurate luminance
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// Rec. 709 Luma coefficients (sRGB/HDTV standard)
+const vec3 LUMA_709 = vec3(0.2126, 0.7152, 0.0722);
+
+// Set to true for gamma-correct grayscale (more accurate but slightly slower)
+const bool GAMMA_CORRECT = false;
+
+// sRGB gamma functions
+float toLinear(float c) {
+ return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
+}
+float toSRGB(float c) {
+ return c <= 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0/2.4) - 0.055;
+}
+
+void main() {
+ vec4 pixColor = texture(tex, v_texcoord);
+
+ float gray;
+ if (GAMMA_CORRECT) {
+ // Convert to linear space, compute luminance, convert back
+ vec3 linear = vec3(toLinear(pixColor.r), toLinear(pixColor.g), toLinear(pixColor.b));
+ float luminance = dot(linear, LUMA_709);
+ gray = toSRGB(luminance);
+ } else {
+ // Fast path: direct computation in gamma space
+ gray = dot(pixColor.rgb, LUMA_709);
+ }
+
+ fragColor = vec4(vec3(gray), pixColor.a);
+}
diff --git a/.config/hypr/shaders/11_invert.glsl b/.config/hypr/shaders/11_invert.glsl
new file mode 100755
index 0000000..307b45d
--- /dev/null
+++ b/.config/hypr/shaders/11_invert.glsl
@@ -0,0 +1,30 @@
+#version 300 es
+// Invert Colors Shader - OPTIMIZED
+// Added: Optional luminance-preserving mode
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// Set true for "smart invert" that preserves relative brightness
+const bool PRESERVE_LUMINANCE = false;
+const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
+
+void main() {
+ vec4 color = texture(tex, v_texcoord);
+ vec3 inverted = 1.0 - color.rgb;
+
+ if (PRESERVE_LUMINANCE) {
+ // Adjust inverted colors to match original luminance
+ float origLuma = dot(color.rgb, LUMA);
+ float invLuma = dot(inverted, LUMA);
+ if (invLuma > 0.001) {
+ inverted *= origLuma / invLuma;
+ inverted = clamp(inverted, 0.0, 1.0);
+ }
+ }
+
+ fragColor = vec4(inverted, color.a);
+}
diff --git a/.config/hypr/shaders/12_posterization.glsl b/.config/hypr/shaders/12_posterization.glsl
new file mode 100755
index 0000000..e2391e2
--- /dev/null
+++ b/.config/hypr/shaders/12_posterization.glsl
@@ -0,0 +1,39 @@
+#version 300 es
+// Posterization Shader - OPTIMIZED
+// Fixes: Proper rounding, optional dithering to reduce banding
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float COLOR_LEVELS = 4.0;
+// Enable dithering to reduce visible banding
+const bool DITHER = true;
+
+// Simple dither pattern
+float dither(vec2 pos) {
+ // 4x4 Bayer matrix approximation
+ vec2 p = fract(pos * 0.5);
+ float d = fract(dot(p, vec2(0.75, 0.5)));
+ return (d - 0.5) / COLOR_LEVELS;
+}
+
+void main() {
+ vec4 color = texture(tex, v_texcoord);
+
+ vec3 posterized;
+ if (DITHER) {
+ // Add dither noise before quantization
+ float ditherValue = dither(gl_FragCoord.xy);
+ posterized = floor((color.rgb + ditherValue) * COLOR_LEVELS + 0.5) / COLOR_LEVELS;
+ } else {
+ // FIXED: Use round() behavior instead of floor() for better color accuracy
+ posterized = floor(color.rgb * COLOR_LEVELS + 0.5) / COLOR_LEVELS;
+ }
+
+ posterized = clamp(posterized, 0.0, 1.0);
+ fragColor = vec4(posterized, color.a);
+}
diff --git a/.config/hypr/shaders/13_sepia.glsl b/.config/hypr/shaders/13_sepia.glsl
new file mode 100755
index 0000000..fcd451a
--- /dev/null
+++ b/.config/hypr/shaders/13_sepia.glsl
@@ -0,0 +1,33 @@
+#version 300 es
+// Sepia Tone Shader - OPTIMIZED
+// Fixes: Clamping to prevent overflow on bright pixels
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// W3C standard Sepia Matrix (column-major for GLSL)
+const mat3 SEPIA_MATRIX = mat3(
+ 0.393, 0.769, 0.189, // Red output weights
+ 0.349, 0.686, 0.168, // Green output weights
+ 0.272, 0.534, 0.131 // Blue output weights
+);
+
+// Sepia intensity (0.0 = no effect, 1.0 = full sepia)
+const float INTENSITY = 1.0;
+
+void main() {
+ vec4 color = texture(tex, v_texcoord);
+
+ vec3 sepia = color.rgb * SEPIA_MATRIX;
+
+ // FIXED: Clamp to prevent overflow artifacts on bright pixels
+ sepia = clamp(sepia, 0.0, 1.0);
+
+ // Optional: blend with original for partial effect
+ vec3 final = mix(color.rgb, sepia, INTENSITY);
+
+ fragColor = vec4(final, color.a);
+}
diff --git a/.config/hypr/shaders/14_vibrance.glsl b/.config/hypr/shaders/14_vibrance.glsl
new file mode 100755
index 0000000..e0a8350
--- /dev/null
+++ b/.config/hypr/shaders/14_vibrance.glsl
@@ -0,0 +1,37 @@
+#version 300 es
+// Vignette Shader - OPTIMIZED
+// Fixes: Aspect ratio correction for circular vignette, safe smoothstep bounds
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float RADIUS = 0.65;
+const float SOFTNESS = 0.45;
+const float STRENGTH = 0.5;
+// Set to your monitor's aspect ratio for circular vignette
+const float ASPECT_RATIO = 16.0 / 9.0;
+
+void main() {
+ vec4 color = texture(tex, v_texcoord);
+
+ // FIXED: Aspect-corrected distance for circular (not elliptical) vignette
+ vec2 centered = v_texcoord - 0.5;
+ centered.x *= ASPECT_RATIO;
+ float dist = length(centered);
+ // Normalize so corner distance is ~1.0 regardless of aspect ratio
+ dist /= length(vec2(ASPECT_RATIO * 0.5, 0.5));
+
+ // FIXED: Ensure smoothstep has valid bounds (edge1 > edge0)
+ float innerEdge = RADIUS;
+ float outerEdge = RADIUS + SOFTNESS;
+ float vignette = 1.0 - smoothstep(innerEdge, outerEdge, dist);
+
+ // Apply with strength control
+ color.rgb = mix(color.rgb, color.rgb * vignette, STRENGTH);
+
+ fragColor = color;
+}
diff --git a/.config/hypr/shaders/15_anaglyph_3d.glsl b/.config/hypr/shaders/15_anaglyph_3d.glsl
new file mode 100755
index 0000000..8294e31
--- /dev/null
+++ b/.config/hypr/shaders/15_anaglyph_3d.glsl
@@ -0,0 +1,35 @@
+#version 300 es
+// Anaglyph 3D Shader - OPTIMIZED
+// Fixes: Edge clamping, alpha preservation, depth-aware separation
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+const float SEPARATION = 0.003;
+// Make separation stronger at edges (simulates depth from screen curvature)
+const bool DEPTH_AWARE = true;
+
+void main() {
+ vec2 offset = vec2(SEPARATION, 0.0);
+
+ // Optional: Increase separation toward screen edges for more depth
+ if (DEPTH_AWARE) {
+ float edgeFactor = abs(v_texcoord.x - 0.5) * 2.0; // 0 at center, 1 at edges
+ offset.x *= 1.0 + edgeFactor * 0.5;
+ }
+
+ // Clamp coordinates to prevent edge sampling artifacts
+ vec2 leftCoord = clamp(v_texcoord - offset, 0.0, 1.0);
+ vec2 rightCoord = clamp(v_texcoord + offset, 0.0, 1.0);
+
+ vec4 leftEye = texture(tex, leftCoord);
+ vec4 rightEye = texture(tex, rightCoord);
+ vec4 center = texture(tex, v_texcoord);
+
+ // Combine: Red from left, Cyan (GB) from right
+ fragColor = vec4(leftEye.r, rightEye.g, rightEye.b, center.a);
+}
diff --git a/.config/hypr/shaders/16_vignette.glsl b/.config/hypr/shaders/16_vignette.glsl
new file mode 100755
index 0000000..efd838d
--- /dev/null
+++ b/.config/hypr/shaders/16_vignette.glsl
@@ -0,0 +1,37 @@
+#version 300 es
+// Vignette Shader for Hyprland
+// Description: Darkens the edges of the screen to draw focus to the center.
+// Uses smoothstep for a high-quality, organic falloff.
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+// The radius where the darkening begins (0.0 is center, 0.8 is near corners)
+const float RADIUS = 0.85;
+// How soft the transition is (higher = smoother gradient)
+const float SOFTNESS = 0.85;
+// The strength of the darkness (0.0 = no vignette, 1.0 = pitch black corners)
+const float STRENGTH = 0.8;
+
+void main() {
+ // 1. Sample the original screen color
+ vec4 color = texture(tex, v_texcoord);
+
+ // 2. Calculate distance from center (0.5, 0.5)
+ float dist = distance(v_texcoord, vec2(0.5));
+
+ // 3. Calculate vignette factor using smoothstep for high-quality falloff
+ // We invert the smoothstep range so 1.0 is center and 0.0 is edges
+ float vignette = smoothstep(RADIUS, RADIUS - SOFTNESS, dist);
+
+ // 4. Apply the vignette strength
+ // Mix between the original color and the darkened version
+ // This allows us to control intensity without changing the geometry of the falloff
+ color.rgb = mix(color.rgb, color.rgb * vignette, STRENGTH);
+
+ fragColor = color;
+}
diff --git a/.config/hypr/shaders/vibrance.glsl b/.config/hypr/shaders/vibrance.glsl
new file mode 100644
index 0000000..7b38230
--- /dev/null
+++ b/.config/hypr/shaders/vibrance.glsl
@@ -0,0 +1,40 @@
+#version 300 es
+// Saturation & Contrast Shader for Hyprland
+// Description: Allows fine-tuning of screen vibrancy and dynamic range.
+// Efficiently applies saturation followed by contrast.
+
+precision highp float;
+
+in vec2 v_texcoord;
+uniform sampler2D tex;
+out vec4 fragColor;
+
+// --- CONFIGURATION ---
+// 0.0 = Grayscale, 1.0 = Normal, 1.5 = Vibrant, 2.0 = Deep Fried
+const float SATURATION = 3.0;
+
+// 1.0 = Normal, 1.2 = High Contrast, 0.8 = Low Contrast (Faded)
+const float CONTRAST = 1.0;
+// ---------------------
+
+// Rec. 709 Luma coefficients for accurate saturation calculations
+const vec3 luma = vec3(0.2126, 0.7152, 0.0722);
+
+void main() {
+ // 1. Sample texture
+ vec4 color = texture(tex, v_texcoord);
+
+ // 2. Apply Saturation
+ // Calculate the grayscale value (luminance)
+ float gray = dot(color.rgb, luma);
+ // Interpolate between grayscale and original color
+ vec3 satColor = mix(vec3(gray), color.rgb, SATURATION);
+
+ // 3. Apply Contrast
+ // We shift color values so 0.5 is the "pivot" point.
+ // Values > 0.5 get pushed up, values < 0.5 get pushed down.
+ vec3 finalColor = (satColor - 0.5) * CONTRAST + 0.5;
+
+ // 4. Output
+ fragColor = vec4(finalColor, color.a);
+}
diff --git a/.config/hypr/source/keybinds.conf b/.config/hypr/source/keybinds.conf
index 9168804..431c8d2 100644
--- a/.config/hypr/source/keybinds.conf
+++ b/.config/hypr/source/keybinds.conf
@@ -76,18 +76,24 @@ bind = $mainMod SHIFT, S, movetoworkspace, special:magic
workspace = special:h, on-created-empty: $terminal
bind = $mainMod SHIFT, Return, togglespecialworkspace, h
-# Screen Rotate
-bindld = CTRL ALT, R, Rotate Screen Clockwise, exec, hypr_screen_rotate.sh -90
-bindld = CTRL ALT SHIFT, R, Rotate Screen Anti-Clockwise, exec, hypr_screen_rotate.sh +90
# Accessibility: Zoom
cursor:zoom_disable_aa = true
# Zoom In
-binded = SUPER SHIFT, equal, Zoom In, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {print $2 * 1.25}')\""
+binded = SUPER, equal, Zoom In, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {print $2 * 1.25}')\""
# Zoom Out
-binded = SUPER SHIFT, minus, Zoom Out, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {val = $2 / 1.25; if (val < 1.0) val = 1.0; print val}')\""
+binded = SUPER, minus, Zoom Out, exec, sh -c "hyprctl keyword cursor:zoom_factor \"$(hyprctl getoption cursor:zoom_factor | awk 'NR==1 {val = $2 / 1.25; if (val < 1.0) val = 1.0; print val}')\""
# Reset Zoom
-bindld = SUPER SHIFT, BACKSPACE, Reset Zoom, exec, hyprctl keyword cursor:zoom_factor 1.0
+bindld = SUPER, BACKSPACE, Reset Zoom, exec, hyprctl keyword cursor:zoom_factor 1.0
+
+# Screen Rotate
+bindld = $mainMod CTRL, comma, Rotate Screen Anti-Clockwise, exec, hypr_screen_rotate.sh +90
+bindld = $mainMod CTRL, period, Rotate Screen Clockwise, exec, hypr_screen_rotate.sh -90
+
+# --- Hyprshade (Visual Filters) ---
+bindd = $mainMod CTRL, S, Shader Menu, exec, hypr_shader_menu.sh
+bindld = $mainMod CTRL, X, Disable Shader, exec, hyprshade off
+bindld = $mainMod CTRL, V, Vibrant Shader, exec, hyprshade on vibrance
# Scroll through existing workspaces with mainMod + scroll
bind = $mainMod, mouse_down, workspace, e+1