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-rwxr-xr-x.config/hypr/shaders/09_pixelated.glsl28
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diff --git a/.config/hypr/shaders/09_pixelated.glsl b/.config/hypr/shaders/09_pixelated.glsl
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+#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);
+}