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18
picom/picom.conf.glsl
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18
picom/picom.conf.glsl
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#version 330
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in vec2 texcoord;
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uniform sampler2D tex;
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uniform float opacity;
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vec4 default_post_processing(vec4 c);
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vec4 window_shader() {
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vec2 texsize = textureSize(tex, 0);
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vec4 color = texture2D(tex, texcoord / texsize, 0);
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color = vec4(vec3(0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b) * opacity, color.a * opacity);
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// color = vec4(0.0, color.g * opacity, 0.0, color.a * opacity);
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// color = vec4(color.r * opacity, 0.0, 0.0, color.a * opacity);
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return default_post_processing(color);
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}
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