#version 330
/*
70mm Epic (1960s-1970s) — picom shader
Clean, expansive, smooth. Lawrence of Arabia, 2001: A Space Odyssey.
Large format Eastmancolor with Hable filmic tone curve.
*/
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);
}
// Hable/Uncharted 2 filmic tone curve
// Gentle toe, long shoulder — wide dynamic range feel
vec3 hablePartial(vec3 x) {
float A = 0.22; // Shoulder strength (gentler than default)
float B = 0.30; // Linear strength
float C = 0.10; // Linear angle
float D = 0.20; // Toe strength
float E = 0.01; // Toe numerator
float F = 0.30; // Toe denominator
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
float vignette(vec2 uv) {
vec2 d = uv - 0.5;
float dist = length(d);
// Light vignette — large format lenses well-corrected
return 1.0 - smoothstep(0.45, 1.2, dist) * 0.12;
}
vec4 window_shader() {
vec2 texsize = textureSize(tex, 0);
vec4 pixColor = texture2D(tex, texcoord / texsize, 0);
vec3 color = pixColor.rgb;
// Subtle warm bias (tungsten stock + 85 filter)
mat3 colorMatrix = mat3(
1.08, 0.03, -0.02,
-0.02, 1.02, 0.0,
-0.03, -0.02, 1.00
);
color = colorMatrix * color;
// Hable filmic tone curve
vec3 curr = hablePartial(color * 2.0);
vec3 W = vec3(11.2);
vec3 whiteScale = vec3(1.0) / hablePartial(W);
color = curr * whiteScale;
// Moderate saturation boost 1.15x
float luma = dot(color, LUMA);
color = mix(vec3(luma), color, 1.15);
// Very fine grain — large format, minimal grain
vec2 screenPos = gl_FragCoord.xy;
float grain = (hash(screenPos * 0.8) - 0.5) * 0.015;
color += grain;
// Light vignette
vec2 normalizedCoord = texcoord / texsize;
color *= vignette(normalizedCoord);
return vec4(clamp(color, 0.0, 1.0), 1.0);
}