dotfiles/pkgs/hyprland/hyprshade/grayscale.glsl.mustache
2024-06-16 15:59:41 +03:00

56 lines
1.5 KiB
Plaintext

/*
* Grayscale
*/
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
// Enum for type of grayscale conversion
const int LUMINOSITY = 0;
const int LIGHTNESS = 1;
const int AVERAGE = 2;
/**
* Type of grayscale conversion.
*/
const int Type = {{#nc}}{{type}} ? LUMINOSITY{{/nc}};
// Enum for selecting luma coefficients
const int PAL = 0;
const int HDTV = 1;
const int HDR = 2;
/**
* Formula used to calculate relative luminance.
* (Only applies to type = "luminosity".)
*/
const int LuminosityType = {{#nc}}{{luminosity_type}} ? HDR{{/nc}};
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
float gray;
if (Type == LUMINOSITY) {
// https://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
if (LuminosityType == PAL) {
gray = dot(pixColor.rgb, vec3(0.299, 0.587, 0.114));
} else if (LuminosityType == HDTV) {
gray = dot(pixColor.rgb, vec3(0.2126, 0.7152, 0.0722));
} else if (LuminosityType == HDR) {
gray = dot(pixColor.rgb, vec3(0.2627, 0.6780, 0.0593));
}
} else if (Type == LIGHTNESS) {
float maxPixColor = max(pixColor.r, max(pixColor.g, pixColor.b));
float minPixColor = min(pixColor.r, min(pixColor.g, pixColor.b));
gray = (maxPixColor + minPixColor) / 2.0;
} else if (Type == AVERAGE) {
gray = (pixColor.r + pixColor.g + pixColor.b) / 3.0;
}
vec3 grayscale = vec3(gray);
gl_FragColor = vec4(grayscale, pixColor.a);
}
// vim: ft=glsl