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path: root/picom/.config/picom/shaders/crt.glsl
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#version 330

in vec2 texcoord;             // texture coordinate of the fragment
uniform sampler2D tex;        // texture of the window

// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);

vec4 window_shader() {
  vec4 c = texelFetch(tex, ivec2(texcoord), 0);

  float r,g,b;

  float greenValue = (sin(texcoord.x) / 14.0) + 1.0;

  r = 1.5 * c.r * greenValue;
  g = 1.5 * c.g * greenValue;
  b = 1.0 * c.b * greenValue;

  c = vec4(r, g, b, c.a);

  gl_FragColor = c;

  return default_post_processing(c);
}