#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);
}