more and fixes
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133
modules/home/wayland/apps/eww/bar/shaders/read-mode.glsl
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133
modules/home/wayland/apps/eww/bar/shaders/read-mode.glsl
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#version 320 es
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/*
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I love e-ink displays!
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The mathematical philosophy here is using deterministic logic (Bayer matrices, arithmetic hashing)
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to simulate physical chaos (paper grain, ink bleed). I picked up these concepts in a course
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and this is easily the best real-world application of them I've found.
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It works brilliantly-looks like real paper, killed my eye strain, and even reduced the insane
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reflections from my glossy surface display.
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by @snes19xx, https://github.com/snes19xx
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*/
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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// 4x4 Bayer Matrix
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// this grid helps break up smooth gradients into texture so it looks less "digital"
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float getBayer(vec2 pos) {
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int x = int(mod(pos.x, 4.0));
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int y = int(mod(pos.y, 4.0));
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const mat4 bayer = mat4(
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0.0, 12.0, 3.0, 15.0,
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8.0, 4.0, 11.0, 7.0,
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2.0, 14.0, 1.0, 13.0,
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10.0, 6.0, 9.0, 5.0
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);
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return bayer[x][y] / 16.0;
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}
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// High-performance "Hash12" - No trigonometry
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// old hash used sin() which is slow on gpu. this one just mashes bits together.
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// (https://www.shadertoy.com/view/4djSRW)
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float hash(vec2 p) {
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// fract() keeps only the decimal part for the wave-like dusty pattern
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// .1031 is a special prime number to avoid perfect alignments with pixel grid
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vec3 p3 = fract(vec3(p.xyx) * .1031);
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// dot product mixes the x, y, z values so they depend on each other
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p3 += dot(p3, p3.yzx + 33.33);
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// return the final entangled decimal. deterministically random (afaik).
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return fract((p3.x + p3.y) * p3.z);
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}
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// Multi-octave noise for realistic paper fiber texture
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float paperTexture(vec2 uv) {
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float n = 0.0;
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n += hash(uv * 0.3) * 0.6; // Very large fibers
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n += hash(uv * 0.8) * 0.4; // Large fibers
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n += hash(uv * 2.5) * 0.3; // Medium detail
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n += hash(uv * 6.0) * 0.2; // Fine grain
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n += hash(uv * 15.0) * 0.1; // Very fine grain
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return n / 1.6; // Normalize
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}
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// Directional paper grain (simulates paper fibers running in one direction)
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float directionalGrain(vec2 uv) {
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vec2 direction = vec2(0.7, 0.3); // Fiber direction
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float grain = 0.0;
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grain += hash(uv * 3.0 + direction * 2.0) * 0.5;
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grain += hash(uv * 8.0 + direction * 5.0) * 0.3;
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return grain / 0.8;
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}
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// Subtle vignette for paper edge darkening
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float vignette(vec2 uv) {
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vec2 center = uv - 0.5;
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float dist = length(center);
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// smoothstep creates a signmoid (S-curve) so the shadow falls off naturally
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return 1.0 - smoothstep(0.4, 1.2, dist) * 0.15;
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}
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void main() {
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vec4 pixColor = texture(tex, v_texcoord);
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// Luma Conversion
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// not using average (r+g+b)/3 because eyes see green brighter than blue.
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float gray = dot(pixColor.rgb, vec3(0.299, 0.587, 0.114));
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// E-ink characteristic response curve
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// real e-ink isn't linear. this exponent simulates ink clumping.
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gray = pow(gray, 1.2);
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// Better contrast with slight S-curve
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// clips pure blacks/whites but keeps the middle smooth.
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gray = smoothstep(0.08, 0.92, gray);
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// Mid-tone boost
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float midBoost = smoothstep(0.3, 0.5, gray) * (1.0 - smoothstep(0.5, 0.7, gray));
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gray += midBoost * 0.1;
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vec2 screenPos = gl_FragCoord.xy;
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// PAPER GRAIN
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float paperGrain = (paperTexture(screenPos * 0.3) - 0.5) * 0.035;
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float dirGrain = (directionalGrain(screenPos * 0.4) - 0.5) * 0.025; // directional grain
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float bayerValue = getBayer(screenPos);
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// Apply to bright areas (paper), but also slightly to mid-tones for more visible grain
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float textureMask = smoothstep(0.5, 0.95, gray); // Lower threshold for more coverage
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// Apply both grain types
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gray += paperGrain * textureMask;
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gray += dirGrain * textureMask * 0.7; // Directional grain is slightly weaker
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// Increased dithering for more texture
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float ditherStrength = 0.025; // Increased from 0.018
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gray += (bayerValue - 0.5) * ditherStrength * textureMask;
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// Vignette for paper edges
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float vig = vignette(v_texcoord);
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gray *= vig;
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gray = clamp(gray, 0.0, 1.0);
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// E-ink colors with slight warmth variation
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vec3 paperColor = vec3(0.94, 0.92, 0.86);
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vec3 inkColor = vec3(0.10, 0.10, 0.12);
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// More noticeable color variation for paper texture
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float colorVariation = hash(screenPos * 0.08) * 0.02; // Increased from 0.01
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paperColor += vec3(colorVariation, colorVariation * 0.5, -colorVariation * 0.2);
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// linear interpolation. paints the gray value onto our specific color palette.
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vec3 finalColor = mix(inkColor, paperColor, gray);
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fragColor = vec4(finalColor, pixColor.a);
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}
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