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August 29, 2015 14:17
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Kuku Kube Compositing Shader
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// Run this with Compton | |
// compton --backend glx --force-win-blend --glx-fshader-win "$(cat hash-shader.glsl)" | |
uniform float opacity; | |
uniform bool invert_color; | |
uniform sampler2D tex; | |
// HSV conversion taken from http://stackoverflow.com/a/17897228 | |
vec3 rgb2hsv(vec3 c) { | |
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); | |
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); | |
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); | |
float d = q.x - min(q.w, q.y); | |
float e = 1.0e-10; | |
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); | |
} | |
vec3 hsv2rgb(vec3 c) { | |
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
} | |
void main() { | |
vec4 c = texture2D(tex, gl_TexCoord[0]); | |
if (invert_color) | |
c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a); | |
c = vec4(rgb2hsv(vec3(c.r, c.g, c.b)), c.a); | |
float x = mod(gl_TexCoord[0].x, 0.02); | |
if (x > 0.01) { | |
c.g = mod(1678.0*c.g, 1.0); | |
c.b = mod(5382.0*c.b, 1.0); | |
} | |
float l = mod(2134.0*c.g + 8432.0*c.b, 1.0); | |
c.r = mod(3521.0*c.g + 4272.0*c.b, 1.0); | |
c.g = 0.2 + 0.8*l; | |
c.b = 1.0 - 0.8*l; | |
c = vec4(hsv2rgb(vec3(c.r, c.g, c.b)), c.a); | |
c *= opacity; | |
gl_FragColor = c; | |
} |
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