forked from Shinonome/dots-hyprland
add anti-flashbang with shader
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#version 300 es
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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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float overlayOpacityForBrightness(float x) {
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// Note: range 0 to 1
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// Will a fancy curve help?... I'll have to experiment more at night
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// float y = pow(x, 2.0) * 0.75;
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// float y = (1.0 - exp(-x))*1.15;
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// float y = (1.0 - exp(-pow((x-0.15), 0.6)))*1.18;
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float y = x*0.75;
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return min(max(y, 0.001), 1.0);
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}
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void main() {
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// 1. Get the current pixel color
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vec4 pixColor = texture(tex, v_texcoord);
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// 2. Calculate average screen brightness
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vec3 totalRGB = vec3(0.0);
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float samples = 0.0;
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// We use a nested loop to create a 10x10 grid (100 samples)
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// This is dense enough to catch small icons/text but light enough to run fast.
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for(float x = 0.05; x < 1.0; x += 0.1) {
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for(float y = 0.05; y < 1.0; y += 0.1) {
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totalRGB += texture(tex, vec2(x, y)).rgb;
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samples++;
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}
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}
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vec3 avgColor = totalRGB / samples;
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float globalBrightness = dot(avgColor, vec3(0.2126, 0.7152, 0.0722));
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// 3. Get the specific opacity for this brightness level
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float opacity = overlayOpacityForBrightness(globalBrightness);
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// 4. Apply the "black overlay" effect
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vec3 outColor = mix(pixColor.rgb, vec3(0.0), opacity);
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fragColor = vec4(outColor, pixColor.a);
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}
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