#version 330
/*
Technicolor 3-Strip (1930s-1960s) — picom shader
Golden Age Hollywood dye-transfer look.
Hyper-saturated primaries, warm tones, lifted blacks, gentle highlight rolloff.
*/
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);
}
float vignette(vec2 uv) {
vec2 d = uv - 0.5;
float dist = length(d);
return 1.0 - smoothstep(0.35, 1.1, dist) * 0.20;
}
vec4 window_shader() {
vec2 texsize = textureSize(tex, 0);
vec4 pixColor = texture2D(tex, texcoord / texsize, 0);
vec3 color = pixColor.rgb;
// Technicolor cross-channel color matrix
// Boosts primary separation, adds warm cross-channel bleed
mat3 tcMatrix = mat3(
1.30, -0.10, -0.05,
-0.05, 1.25, -0.05,
-0.08, -0.08, 1.35
);
color = tcMatrix * color;
// Warm hue rotation
float angle = 0.02;
float cosA = cos(angle);
float sinA = sin(angle);
float r3 = 0.57735;
mat3 hueRot = mat3(
cosA + (1.0 - cosA) / 3.0, (1.0 - cosA) / 3.0 - r3 * sinA, (1.0 - cosA) / 3.0 + r3 * sinA,
(1.0 - cosA) / 3.0 + r3 * sinA, cosA + (1.0 - cosA) / 3.0, (1.0 - cosA) / 3.0 - r3 * sinA,
(1.0 - cosA) / 3.0 - r3 * sinA, (1.0 - cosA) / 3.0 + r3 * sinA, cosA + (1.0 - cosA) / 3.0
);
color = hueRot * color;
// Saturation boost ~1.5x
float luma = dot(color, LUMA);
color = mix(vec3(luma), color, 1.5);
// Lift blacks (dye transfer Dmin)
color = max(color, vec3(0.03));
// Gentle highlight rolloff
color = mix(color, smoothstep(0.0, 1.05, color), 0.3);
// Midtone contrast enhancement
color = mix(color, color * color * (3.0 - 2.0 * color), 0.15);
// Film grain — fine, even, non-clumpy
vec2 screenPos = gl_FragCoord.xy;
float grain = (hash(screenPos * 0.7) - 0.5) * 0.03;
color += grain;
// Vignette (beam-splitter light loss)
vec2 normalizedCoord = texcoord / texsize;
color *= vignette(normalizedCoord);
return vec4(clamp(color, 0.0, 1.0), 1.0);
}