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April 3, 2023 23:45
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Oklab Lightness inversion shader for Picom
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#version 430 | |
uniform float opacity; | |
uniform bool invert_color; | |
uniform sampler2D tex; | |
in vec2 texcoord; // texture coordinate of the fragment | |
const float pow_cbrt = 1./3; | |
vec3 rgb2oklab(vec3 rgb) { | |
vec3 srgb = rgb / 12.92; | |
for (int i = 0; i < 3; i++) { | |
if (rgb[i] > 0.04045) { | |
srgb[i] = pow((rgb[i] + 0.055) / 1.055, 2.4); | |
} | |
} | |
float l = 0.4121656120 * srgb[0] + 0.5362752080 * srgb[1] + 0.0514575653 * srgb[2]; | |
float m = 0.2118591070 * srgb[0] + 0.6807189584 * srgb[1] + 0.1074065790 * srgb[2]; | |
float s = 0.0883097947 * srgb[0] + 0.2818474174 * srgb[1] + 0.6302613616 * srgb[2]; | |
l = pow(l, pow_cbrt); | |
m = pow(m, pow_cbrt); | |
s = pow(s, pow_cbrt); | |
return (vec3( | |
0.2104542553 * l + 0.7936177850 * m - 0.0040720468 * s, | |
1.9779984951 * l - 2.4285922050 * m + 0.4505937099 * s, | |
0.0259040371 * l + 0.7827717662 * m - 0.8086757660 * s | |
)); | |
} | |
vec3 oklab2rgb(vec3 lab) | |
{ | |
double l = lab[0] + 0.3963377774 * lab[1] + 0.2158037573 * lab[2]; | |
double m = lab[0] - 0.1055613458 * lab[1] - 0.0638541728 * lab[2]; | |
double s = lab[0] - 0.0894841775 * lab[1] - 1.2914855480 * lab[2]; | |
l = l * l * l; | |
m = m * m * m; | |
s = s * s * s; | |
vec3 srgb = vec3( | |
4.0767245293 * l - 3.3072168827 * m + 0.2307590544 * s, | |
-1.2681437731 * l + 2.6093323231 * m - 0.3411344290 * s, | |
-0.0041119885 * l - 0.7034763098 * m + 1.7068625689 * s | |
); | |
vec3 rgb = srgb * 12.92; | |
for (int i = 0; i < 3; i++) | |
{ | |
if (srgb[i] > 0.0031308){ | |
rgb[i] = (1.055 * pow(srgb[i], 1 / 2.4) - 0.055); | |
} | |
if (rgb[i] < 0.){ | |
rgb[i] = 0.; | |
} | |
if (rgb[i] > 1.){ | |
rgb[i] = 1.; | |
} | |
} | |
return rgb; | |
} | |
vec3 invert_lightness(vec3 rgb){ | |
vec3 lab = rgb2oklab(rgb); | |
/* lightness thresholds for lower constrast*/ | |
lab[0] = (1 - lab[0]) * .95 + .25; | |
return oklab2rgb(lab); | |
} | |
vec4 window_shader() { | |
vec4 c = texelFetch(tex, ivec2(texcoord), 0); | |
vec4 inv = vec4(invert_lightness(vec3(c[0], c[1], c[2])), c[3]); | |
return (inv); | |
} |
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Made it based on:
Useful for any application without dark mode:
Example picom.conf