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dotfiles/config/hypr/shaders/sepia.glsl

17 lines
407 B
GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
void main() {
vec4 c = texture(tex, v_texcoord);
float r = dot(c.rgb, vec3(0.393, 0.769, 0.189));
float g = dot(c.rgb, vec3(0.349, 0.686, 0.168));
float b = dot(c.rgb, vec3(0.272, 0.534, 0.131));
fragColor = vec4(clamp(r, 0.0, 1.0), clamp(g, 0.0, 1.0), clamp(b, 0.0, 1.0), c.a);
}