GLSL · 336 bytes Raw Blame History
1 // Dimmed unfocused window shader for gar + picom
2 // Applies a subtle dimming effect to unfocused windows
3 #version 330
4
5 uniform sampler2D tex;
6 uniform float opacity;
7 in vec2 texcoord;
8 out vec4 fragColor;
9
10 void main() {
11 vec4 color = texture(tex, texcoord);
12 // Dim by 15%
13 color.rgb *= 0.85;
14 fragColor = color * opacity;
15 }
16