#version 330 /* Kodachrome (1960s-1970s) — picom shader Warm, punchy reversal slide film. Vivid reds/yellows, suppressed greens, deep blacks, short highlight shoulder. */ in vec2 texcoord; uniform sampler2D tex; const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722); float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } vec4 window_shader() { vec2 texsize = textureSize(tex, 0); vec4 pixColor = texture2D(tex, texcoord / texsize, 0); vec3 color = pixColor.rgb; // Kodachrome color matrix // Red boosted +15%, green suppressed -7%, blue +8% mat3 kodakMatrix = mat3( 1.15, 0.05, -0.05, -0.05, 0.93, 0.02, -0.02, -0.05, 1.08 ); color = kodakMatrix * color; // Warm white balance offset color.r += 0.02; color.b -= 0.03; // Contrasty reversal-stock curve color = pow(max(color, vec3(0.0)), vec3(1.15)); color = smoothstep(vec3(0.0), vec3(1.02), color); // Green suppression in midtones float luma = dot(color, LUMA); color.g = mix(color.g, color.g * 0.92, smoothstep(0.2, 0.6, luma)); // Overall saturation boost 1.3x luma = dot(color, LUMA); color = mix(vec3(luma), color, 1.3); // Very fine grain — Kodachrome was nearly grainless vec2 screenPos = gl_FragCoord.xy; float grain = (hash(screenPos * 0.9) - 0.5) * 0.01; color += grain; return vec4(clamp(color, 0.0, 1.0), 1.0); }