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10 commits

Author SHA1 Message Date
davidovski
99e7720e5c Pixelising on transition 2025-12-12 18:21:49 +00:00
davidovski
b32a775ce1 Add cshader vfor bg 2025-12-08 20:40:41 +00:00
davidovski
0c052ad410 Add Glitch shade 2025-12-01 10:08:43 +00:00
davidovski
10ac430505 use thunderbird 2025-11-01 13:47:55 +00:00
davidovski
518cbc42a3 only use xrandr script when no config script is present 2025-11-01 13:37:37 +00:00
davidovski
1be76e6c70 add xrandr script 2025-11-01 13:34:24 +00:00
davidovski
e0a89621bd edit rofi setttings 2025-03-19 01:47:45 +00:00
davidovski
c64043053d change bg and font 2025-03-18 21:24:42 +00:00
davidovski
b3b4975df5 floating little bars and rounded borders 2025-03-17 22:54:39 +00:00
davidovski
6c1de1e807 add tunnel scripts and service 2024-10-08 17:07:12 +01:00
56 changed files with 3465 additions and 1448 deletions

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@ -1,3 +1,7 @@
ᵔᴗᵔ smile
ᐢᗜᐢ :D
˘ᗜ˘ :D
˃ᗜ˂ smile
ʕ•ₒ•ʔ Bear Shocked
ʕ•ᴥ•ʔ Bear
ʕ ·ᴥ·ʔ RBear
@ -451,4 +455,4 @@ o(>< )o⌒* Mad (3)
(^_^)ッ☆( ゜o゜) Slapping
Good Morning
\_(´▽`)♪_/ Bathtub
( • )( • )ԅ(≖‿≖ԅ) BOOB
( • )( • )ԅ(≖‿≖ԅ) BOOB

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@ -10,6 +10,7 @@
#define font2 xft:MesloLGM Nerd Font Mono:minispace=False:size=10
#define font3 xft:Noto Sans Mono CJK TC:minispace=False:size=10
#define font4 xft:Noto Color Emoji:style=regular:size=10
URxvt.letterSpace: spacing
URxvt.lineSpace: 0
@ -55,13 +56,15 @@ dzen2.font: mononoki
! Set depth to make transparency work.
URxvt*depth: 32
*.font: mononoki:minispace=False:size=10:antialias=true
! *.font: mononoki:minispace=False:size=10:antialias=true
*.font: FiraMono Nerd Font:size=10:antialias=true
URxvt.font: font1,font2,font3,font4
URxvt.boldFont: font1:style=bold,font2:style=bold,font3:style=bold,font4
URxvt.italicFont:font1:style=italic,font2:style=italic,font3:style=italic,font4
URxvt.boldItalicfont: font1:style=bolditalic,font2:style=bolditalic,font3:style=bolditalic,font4
*.borderpx: 20
*.borderpx: 32
URxvt.internalBorder: 20
*.cursorBlink: true
URxvt.cursorUnderline: true

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@ -0,0 +1,97 @@
diff --git a/src/tree.c b/src/tree.c
index 9e0a6dd..49c46bc 100644
--- a/src/tree.c
+++ b/src/tree.c
@@ -82,6 +82,7 @@ void apply_layout(monitor_t *m, desktop_t *d, node_t *n, xcb_rectangle_t rect, x
draw_presel_feedback(m, d, n);
}
+
if (is_leaf(n)) {
unsigned int br = 0;
@@ -136,7 +137,7 @@ void apply_layout(monitor_t *m, desktop_t *d, node_t *n, xcb_rectangle_t rect, x
if (!rect_eq(r, cr)) {
window_move_resize(n->id, r.x, r.y, r.width, r.height);
- window_rounded_border(n);
+ window_rounded_border(n, br);
if (!grabbing) {
put_status(SBSC_MASK_NODE_GEOMETRY, "node_geometry 0x%08X 0x%08X 0x%08X %ux%u+%i+%i\n", m->id, d->id, n->id, r.width, r.height, r.x, r.y);
}
@@ -145,7 +146,7 @@ void apply_layout(monitor_t *m, desktop_t *d, node_t *n, xcb_rectangle_t rect, x
window_border_width(n->id, bw);
n->client->drawn_border_radius = br;
- window_rounded_border(n);
+ window_rounded_border(n, br);
} else {
xcb_rectangle_t first_rect;
diff --git a/src/window.c b/src/window.c
index 8058fa5..1931352 100644
--- a/src/window.c
+++ b/src/window.c
@@ -91,6 +91,8 @@ bool manage_window(xcb_window_t win, rule_consequence_t *csq, int fd)
free(csq->layer);
free(csq->state);
window_show(win);
+ node_t *n = make_node(win);
+ window_rounded_border(n, d->border_radius);
return false;
}
@@ -229,7 +231,7 @@ bool manage_window(xcb_window_t win, rule_consequence_t *csq, int fd)
draw_border(n, false, (m == mon));
}
- window_rounded_border(n);
+ window_rounded_border(n, n->client->drawn_border_radius);
free(csq->layer);
free(csq->state);
@@ -335,7 +337,7 @@ void draw_presel_feedback(monitor_t *m, desktop_t *d, node_t *n)
window_move_resize(p->feedback, n->rectangle.x + presel_rect.x, n->rectangle.y + presel_rect.y,
presel_rect.width, presel_rect.height);
- window_rounded_border(n);
+ window_rounded_border(n, n->client->drawn_border_radius);
if (!exists && m->desk == d) {
window_show(p->feedback);
@@ -429,12 +431,9 @@ void draw_border(node_t *n, bool focused_node, bool focused_monitor)
}
}
-void window_rounded_border(node_t *n)
+void window_rounded_border(node_t *n, unsigned int radius)
{
xcb_window_t win = n->id;
- unsigned int radius = n->client->drawn_border_radius;
-
- if (n->client->sets_own_shape) return;
// get geometry
xcb_get_geometry_reply_t *geo = xcb_get_geometry_reply(dpy, xcb_get_geometry(dpy, win), NULL);
@@ -720,7 +719,7 @@ bool resize_client(coordinates_t *loc, resize_handle_t rh, int dx, int dy, bool
n->client->floating_rectangle = (xcb_rectangle_t) {x, y, width, height};
if (n->client->state == STATE_FLOATING) {
window_move_resize(n->id, x, y, width, height);
- window_rounded_border(n);
+ window_rounded_border(n, n->client->drawn_border_radius);
if (!grabbing) {
put_status(SBSC_MASK_NODE_GEOMETRY, "node_geometry 0x%08X 0x%08X 0x%08X %ux%u+%i+%i\n", loc->monitor->id, loc->desktop->id, loc->node->id, width, height, x, y);
diff --git a/src/window.h b/src/window.h
index 79805cb..77da863 100644
--- a/src/window.h
+++ b/src/window.h
@@ -44,7 +44,7 @@ void hide_presel_feedbacks(monitor_t *m, desktop_t *d, node_t *n);
void update_colors(void);
void update_colors_in(node_t *n, desktop_t *d, monitor_t *m);
void draw_border(node_t *n, bool focused_node, bool focused_monitor);
-void window_rounded_border(node_t *n);
+void window_rounded_border(node_t *n, unsigned int radius);
void window_draw_border(xcb_window_t win, uint32_t border_color_pxl);
void adopt_orphans(void);
uint32_t get_border_color(bool focused_node, bool focused_monitor);

View file

@ -5,9 +5,10 @@ wd="$HOME/.local/src/bspwm"
[ ! -d "$HOME/.local/src" ] && mkdir -p "$wd"
rm -rf "$wd"
git clone https://github.com/baskerville/bspwm "$wd"
git clone https://github.com/phuhl/bspwm-rounded "$wd"
git -C "$wd" checkout 8b6e8f065d5667728f4f58c06f4f65f790c04a66
patch -d "$wd" -p1 -i $(realpath change_update_order.patch)
patch -d "$wd" -p1 -i $(realpath 01-fix-polybar-rounding.patch)
make -C "$wd"
doas make -C "$wd" install PREFIX=/usr

View file

@ -11,11 +11,17 @@ xsetroot -cursor_name left_ptr &
xrdb ~/.config/Xdefaults
pgrep -x sxhkd > /dev/null || sxhkd &
pgrep -x picom > /dev/null || picom &
pgrep -x picom > /dev/null || picom --root-pixmap-shader "/home/x/.config/picom/shaders/glitch.glsl" &
pgrep -x xss-lock > /dev/null || xss-lock slock &
pgrep -x bg.sh > /dev/null || $HOME/.scripts/bg.sh > /dev/null &
[ -f "$HOME/.config/xrandr.sh" ] && . $HOME/.config/xrandr.sh
if [ -f "$HOME/.config/xrandr.sh" ] ; then
. $HOME/.config/xrandr.sh
else
if [ -f "$HOME/.scripts/xrandr.sh" ] ; then
. $HOME/.scripts/xrandr.sh
fi
fi
primary=$(bspc query --monitors -m primary)
set -- a b c d e f g h i j k l m n o
@ -29,6 +35,8 @@ for m in $(bspc query -M --names); do
bspc monitor $m -d ${m}1 ${m}2 ${m}3 ${m}4 ${m}5 ${m}6 ${m}7 ${m}8 ${m}9
done
bspc config border_radius 16
$HOME/.config/polybar/launch.sh &
bspc config border_width $BORDER
@ -47,11 +55,10 @@ bspc config focused_border_color "$COLOR_PRIMARY"
# fix java programs that get confused on a missing name property
wmname LG3D
while ! pgrep dbus-daemon > /dev/null; do sleep 1; done
sleep 1
#pgrep -x pipewire > /dev/null || pipewire &
#pgrep -x pipewire-pulse > /dev/null || pipewire-pulse &
#pgrep -x wireplumber > /dev/null || wireplumber &
pgrep -x pipewire > /dev/null || pipewire &
pgrep -x pipewire-pulse > /dev/null || pipewire-pulse &
pgrep -x wireplumber > /dev/null || wireplumber &
$HOME/.scripts/start-mpd

View file

@ -1,3 +1,4 @@
file:///home/david/docs/astronovus
file:///home/david/docs/lmms
file:///home/david/docs docs
file:///home/david/pics pics

View file

@ -6,7 +6,7 @@ gtk-cursor-theme-size=24
gtk-decoration-layout=icon:minimize,maximize,close
gtk-enable-animations=true
gtk-fallback-icon-theme=gnome
gtk-font-name=mononoki 10
gtk-font-name=FiraMono Nerd Font 10
gtk-icon-theme-name=Vimix-dark
gtk-menu-images=1
gtk-primary-button-warps-slider=false

View file

@ -13,6 +13,8 @@ application/x-extension-shtml=userapp-Firefox-PCQJ91.desktop
application/xhtml+xml=userapp-Firefox-PCQJ91.desktop
application/x-extension-xhtml=userapp-Firefox-PCQJ91.desktop
application/x-extension-xht=userapp-Firefox-PCQJ91.desktop
x-scheme-handler/discord-1216669957799018608=discord-1216669957799018608.desktop
application/octet-stream=lmms.desktop
[Added Associations]
x-scheme-handler/http=userapp-Firefox-AK3I01.desktop;userapp-Firefox-PCQJ91.desktop;
@ -28,3 +30,5 @@ application/x-extension-xht=userapp-Firefox-AK3I01.desktop;userapp-Firefox-PCQJ9
image/gif=nsxiv.desktop;
image/png=gimp.desktop;
image/jpeg=gimp.desktop;
application/octet-stream=lmms.desktop;
audio/x-vorbis+ogg=audacity.desktop;

View file

@ -1,121 +1,67 @@
#################################
# Corners #
#################################
# requires: https://github.com/sdhand/compton
corner-radius = 4;
round-borders = 0;
# Specify a list of border width rules, in the format `PIXELS:PATTERN`,
# Note we don't make any guarantee about possible conflicts with the
# border_width set by the window manager.
#
# example:
# round-borders-rule = [ "2:class_g = 'URxvt'" ];
#
round-borders-rule = [
];
#################################
# Shadows #
#################################
# Enabled client-side shadows on windows. Note desktop windows
# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
# Enabled client-side shadows on windows. Note desktop windows
# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
# unless explicitly requested using the wintypes option.
#
#shadow = false
# Can be set per-window using rules.
#
# Default: false
shadow = true;
# The blur radius for shadows, in pixels. (defaults to 12)
# shadow-radius = 12
shadow-radius = 20;
# The opacity of shadows. (1.0 - 1.0, defaults to 0.75)
shadow-opacity = 0.7;
# The left offset for shadows, in pixels. (defaults to -15)
# shadow-offset-x = -15
shadow-offset-x = -20;
# The top offset for shadows, in pixels. (defaults to -15)
# shadow-offset-y = -15
shadow-offset-y = -20;
# Don't draw shadows on drag-and-drop windows. This option is deprecated,
# you should use the *wintypes* option in your config file instead.
# The blur radius for shadows, in pixels.
#
#no-dnd-shadow = true
#no-dock-shadow = false
# Default: 12
shadow-radius = 12;
# Red color value of shadow (0.0 - 1.0, defaults to 0).
#shadow-red = 0.86328125
# Green color value of shadow (0.0 - 1.0, defaults to 0).
#shadow-green = 0.2109375
# Blue color value of shadow (0.0 - 1.0, defaults to 0).
#shadow-blue = 0.015625
# Do not paint shadows on shaped windows. Note shaped windows
# here means windows setting its shape through X Shape extension.
# Those using ARGB background is beyond our control.
# Deprecated, use
# shadow-exclude = 'bounding_shaped'
# or
# shadow-exclude = 'bounding_shaped && !rounded_corners'
# instead.
# The opacity of shadows.
#
# shadow-ignore-shaped = ''
# Range: 0.0 - 1.0
# Default: 0.75
# shadow-opacity = .75
# Specify a list of conditions of windows that should have no shadow.
# The left offset for shadows, in pixels.
#
# examples:
# shadow-exclude = "n:e:Notification";
#
# shadow-exclude = []
shadow-exclude = [
"_GTK_FRAME_EXTENTS@:c",
#"_NET_WM_STATE@:32a"
];
# Default: -15
shadow-offset-x = -7;
# Specify a X geometry that describes the region in which shadow should not
# be painted in, such as a dock window region. Use
# shadow-exclude-reg = "x10+0+0"
# for example, if the 10 pixels on the bottom of the screen should not have shadows painted on.
# The top offset for shadows, in pixels.
#
# shadow-exclude-reg = ""
# Default: -15
shadow-offset-y = -7;
# Crop shadow of a window fully on a particular Xinerama screen to the screen.
# xinerama-shadow-crop = false
# Hex string color value of shadow. Formatted like "#RRGGBB", e.g. "#C0FFEE".
#
# Default: #000000
# shadow-color = "#000000"
# Crop shadow of a window fully on a particular monitor to that monitor. This is
# currently implemented using the X RandR extension.
#
# Default: false
# crop-shadow-to-monitor = false
#################################
# Fading #
#################################
# Fade windows in/out when opening/closing and when opacity changes,
# unless no-fading-openclose is used.
# fading = false
fading = false;
# unless no-fading-openclose is used. Can be set per-window using rules.
#
# Default: false
fading = true;
# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
# fade-in-step = 0.028
fade-in-step = 0.03;
fade-in-step = 0.012;
# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
# fade-out-step = 0.03
fade-out-step = 0.03;
fade-out-step = 0.012;
# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
fade-delta = 4
# Specify a list of conditions of windows that should not be faded.
# don't need this, we disable fading for all normal windows with wintypes: {}
fade-exclude = [
"class_g = 'slop'" # maim
]
fade-delta = 2
# Do not fade on window open/close.
# no-fading-openclose = false
@ -128,321 +74,252 @@ fade-exclude = [
# Transparency / Opacity #
#################################
# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
# inactive-opacity = 1
# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
# frame-opacity = 1.0
# Default opacity for dropdown menus and popup menus. (0.0 - 1.0, defaults to 1.0)
# menu-opacity = 1.0
# Let inactive opacity set by -i override the '_NET_WM_OPACITY' values of windows.
# inactive-opacity-override = true
inactive-opacity-override = true;
# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0)
active-opacity = 1.0;
# Dim inactive windows. (0.0 - 1.0, defaults to 0.0)
inactive-dim = 0.0
# Specify a list of conditions of windows that should always be considered focused.
# focus-exclude = []
focus-exclude = [
"class_g = 'slop'" # maim
];
# Opacity of window titlebars and borders.
#
# Range: 0.1 - 1.0
# Default: 1.0 (disabled)
frame-opacity = 0.7;
# Use fixed inactive dim value, instead of adjusting according to window opacity.
# inactive-dim-fixed = 1.0
# Specify a list of opacity rules, in the format `PERCENT:PATTERN`,
# like `50:name *= "Firefox"`. picom-trans is recommended over this.
# Note we don't make any guarantee about possible conflicts with other
# programs that set '_NET_WM_WINDOW_OPACITY' on frame or client windows.
# example:
# opacity-rule = [ "80:class_g = 'URxvt'" ];
#
# opacity-rule = []
opacity-rule = [
"100:class_g = 'slop'", # maim
];
# Default: false
# inactive-dim-fixed = true
#################################
# Background-Blurring #
# Corners #
#################################
# Sets the radius of rounded window corners. When > 0, the compositor will
# round the corners of windows. Does not interact well with
# `transparent-clipping`.
#
# Default: 0 (disabled)
corner-radius = 0
# Parameters for background blurring, see the *BLUR* section for more information.
# blur-method = gaussian
#################################
# Blur #
#################################
# Parameters for background blurring, see BLUR section in the man page for more information.
# blur-method =
# blur-size = 12
#
# blur-deviation = false
# Blur background of semi-transparent / ARGB windows.
# Bad in performance, with driver-dependent behavior.
# The name of the switch may change without prior notifications.
#
blur-background = true;
# blur-strength = 5
# Blur background of windows when the window frame is not opaque.
# Blur background of semi-transparent / ARGB windows.
# Can be set per-window using rules.
#
# Default: false
# blur-background = false
# Blur background of windows when the window frame is not opaque.
# Implies:
# blur-background
# Bad in performance, with driver-dependent behavior. The name may change.
# blur-background
#
# blur-background-frame = false;
# Default: false
# blur-background-frame = false
# Use fixed blur strength rather than adjusting according to window opacity.
# blur-background-fixed = false;
#
# Default: false
# blur-background-fixed = false
# Specify the blur convolution kernel, with the following format:
# example:
# blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1";
# Can also be a pre-defined kernel, see the man page.
#
# blur-kern = ''
# blur-kern = "3x3box";
blur: {
# requires: https://github.com/ibhagwan/picom
#method = "none";
method = "kawase";
strength = 3;
deviation = 1.0;
background = true;
background-frame = false;
background-fixed = false;
kern = "3x3box";
}
# Exclude conditions for background blur.
blur-background-exclude = [
"class_g != 'St'",
"_GTK_FRAME_EXTENTS@:c"
];
# Default: ""
blur-kern = "3x3box";
#################################
# General Settings #
#################################
# Enable remote control via D-Bus. See the man page for more details.
#
# Default: false
# dbus = true
# Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers.
daemon = true
# daemon = false
# Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
# `xrender` is the default one.
# Specify the backend to use: `xrender`, `glx`, or `egl`.
#
experimental-backends = true;
backend = "glx";
# Default: "xrender"
backend = "glx"
vsync = false
# Use higher precision during rendering, and apply dither when presenting the
# rendered screen. Reduces banding artifacts, but may cause performance
# degradation. Only works with OpenGL.
dithered-present = false;
# Enable remote control via D-Bus. See the *D-BUS API* section below for more details.
# dbus = false
# Try to detect WM windows (a non-override-redirect window with no
# child that has 'WM_STATE') and mark them as active.
# Enable/disable VSync.
#
# mark-wmwin-focused = false
mark-wmwin-focused = true;
# Default: false
vsync = true;
# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
# mark-ovredir-focused = false
mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them
# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
# Has nothing to do with `corner-radius`.
#
# Default: false
detect-rounded-corners = true;
# Detect '_NET_WM_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_OPACITY' of client windows to frame windows.
# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows.
#
#detect-client-opacity = false
# Default: false
detect-client-opacity = true;
# Specify refresh rate of the screen. If not specified or 0, picom will
# try detecting this with X RandR extension.
#
# refresh-rate = 60
refresh-rate = 0
# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
# boost performance. This should not be used with
# vsync drm/opengl/opengl-oml
# as they essentially does sw-opti's job already,
# unless you wish to specify a lower refresh rate than the actual value.
#
# sw-opti =
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate,
# provided that the WM supports it.
#
# Default: false
# use-ewmh-active-win = false
# Unredirect all windows if a full-screen opaque window is detected,
# to maximize performance for full-screen windows. Known to cause flickering
# when redirecting/unredirecting windows. paint-on-overlay may make the flickering less obvious.
# Unredirect all windows if a full-screen opaque window is detected,
# to maximize performance for full-screen windows. Known to cause flickering
# when redirecting/unredirecting windows.
#
# unredir-if-possible = true
# Default: false
# unredir-if-possible = false
# Delay before unredirecting the window, in milliseconds. Defaults to 0.
# Delay before unredirecting the window, in milliseconds.
#
# Default: 0.
# unredir-if-possible-delay = 0
# Conditions of windows that shouldn't be considered full-screen for unredirecting screen.
# unredir-if-possible-exclude = []
# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# in the same group focused at the same time.
#
# detect-transient = false
detect-transient = true
# Default: false
detect-transient = true;
# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
# group focused at the same time. 'WM_TRANSIENT_FOR' has higher priority if
# detect-transient is enabled, too.
# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
# group focused at the same time. This usually means windows from the same application
# will be considered focused or unfocused at the same time.
# 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too.
#
# Default: false
# detect-client-leader = false
detect-client-leader = true
# Resize damaged region by a specific number of pixels.
# A positive value enlarges it while a negative one shrinks it.
# If the value is positive, those additional pixels will not be actually painted
# to screen, only used in blur calculation, and such. (Due to technical limitations,
# with use-damage, those pixels will still be incorrectly painted to screen.)
# Primarily used to fix the line corruption issues of blur,
# in which case you should use the blur radius value here
# (e.g. with a 3x3 kernel, you should use `--resize-damage 1`,
# with a 5x5 one you use `--resize-damage 2`, and so on).
# May or may not work with *--glx-no-stencil*. Shrinking doesn't function correctly.
# Use of damage information for rendering. This cause the only the part of the
# screen that has actually changed to be redrawn, instead of the whole screen
# every time. Should improve performance.
#
# resize-damage = 1
# Default: false
use-damage = false;
# Specify a list of conditions of windows that should be painted with inverted color.
# Resource-hogging, and is not well tested.
# Use X Sync fence to wait for the completion of rendering of other windows,
# before using their content to render the current screen.
#
# invert-color-include = []
# Required for explicit sync drivers, such as nvidia.
#
# Default: false
# xrender-sync-fence = false
# GLX backend: Avoid using stencil buffer, useful if you don't have a stencil buffer.
# Might cause incorrect opacity when rendering transparent content (but never
# practically happened) and may not work with blur-background.
# My tests show a 15% performance boost. Recommended.
# GLX backend: Use specified GLSL fragment shader for rendering window
# contents. Read the man page for a detailed explanation of the interface.
#
# glx-no-stencil = false
# Can be set per-window using rules.
#
#window-shader-fg = "~/.config/picom/shaders/glitch_animation.glsl"
# GLX backend: Avoid rebinding pixmap on window damage.
# Probably could improve performance on rapid window content changes,
# but is known to break things on some drivers (LLVMpipe, xf86-video-intel, etc.).
# Recommended if it works.
#
# glx-no-rebind-pixmap = false
# Disable the use of damage information.
# This cause the whole screen to be redrawn everytime, instead of the part of the screen
# has actually changed. Potentially degrades the performance, but might fix some artifacts.
# The opposing option is use-damage
#
# no-use-damage = false
use-damage = true
# Use X Sync fence to sync clients' draw calls, to make sure all draw
# calls are finished before picom starts drawing. Needed on nvidia-drivers
# with GLX backend for some users.
#
xrender-sync-fence = true
# GLX backend: Use specified GLSL fragment shader for rendering window contents.
# See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl`
# in the source tree for examples.
#
# glx-fshader-win = ''
# Force all windows to be painted with blending. Useful if you
# have a glx-fshader-win that could turn opaque pixels transparent.
# Force all windows to be painted with blending. Useful if you
# have a `window-shader-fg` that could turn opaque pixels transparent.
#
# Default: false
# force-win-blend = false
# Do not use EWMH to detect fullscreen windows.
# Do not use EWMH to detect fullscreen windows.
# Reverts to checking if a window is fullscreen based only on its size and coordinates.
#
# Default: false
# no-ewmh-fullscreen = false
# Dimming bright windows so their brightness doesn't exceed this set value.
# Brightness of a window is estimated by averaging all pixels in the window,
# so this could comes with a performance hit.
# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. (default: 1.0)
# Dimming bright windows so their brightness doesn't exceed this set value.
# Brightness of a window is estimated by averaging all pixels in the window,
# so this could comes with a performance hit.
# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled.
#
# Default: 1.0 (disabled)
# max-brightness = 1.0
# Make transparent windows clip other windows like non-transparent windows do,
# instead of blending on top of them.
# instead of blending on top of them. e.g. placing a transparent window on top
# of another window will cut a "hole" in that window, and show the desktop background
# underneath.
#
# Default: false
# transparent-clipping = false
# Set the log level. Possible values are:
# "trace", "debug", "info", "warn", "error"
# in increasing level of importance. Case doesn't matter.
# If using the "TRACE" log level, it's better to log into a file
# in increasing level of importance. Case insensitive.
# If using the "TRACE" log level, it's better to log into a file
# using *--log-file*, since it can generate a huge stream of logs.
#
# log-level = "debug"
log-level = "info";
# Default: "warn"
# log-level = "warn";
# Set the log file.
# If *--log-file* is never specified, logs will be written to stderr.
# Otherwise, logs will to written to the given file, though some of the early
# logs might still be written to the stderr.
# If *--log-file* is never specified, logs will be written to stderr.
# Otherwise, logs will to written to the given file, though some of the early
# logs might still be written to the stderr.
# When setting this option from the config file, it is recommended to use an absolute path.
#
# log-file = '/path/to/your/log/file'
# Show all X errors (for debugging)
# show-all-xerrors = false
# log-file = "/path/to/your/log/file"
# Write process ID to a file.
# write-pid-path = '/path/to/your/log/file'
# write-pid-path = "/path/to/your/log/file"
# Window type settings
#
# 'WINDOW_TYPE' is one of the 15 window types defined in EWMH standard:
# "unknown", "desktop", "dock", "toolbar", "menu", "utility",
# "splash", "dialog", "normal", "dropdown_menu", "popup_menu",
# "tooltip", "notification", "combo", and "dnd".
#
# Following per window-type options are available: ::
#
# fade, shadow:::
# Controls window-type-specific shadow and fade settings.
#
# opacity:::
# Controls default opacity of the window type.
#
# focus:::
# Controls whether the window of this type is to be always considered focused.
# (By default, all window types except "normal" and "dialog" has this on.)
#
# full-shadow:::
# Controls whether shadow is drawn under the parts of the window that you
# normally won't be able to see. Useful when the window has parts of it
# transparent, and you want shadows in those areas.
#
# redir-ignore:::
# Controls whether this type of windows should cause screen to become
# redirected again after been unredirected. If you have unredir-if-possible
# set, and doesn't want certain window to cause unnecessary screen redirection,
# you can set this to `true`.
# Rule-based per-window options.
#
wintypes:
# See WINDOW RULES section in the man page for how these work.
rules: ({
match = "window_type = 'tooltip'";
fade = false;
shadow = true;
opacity = 0.9;
full-shadow = false;
}, {
match = "window_type = 'dock' || "
"window_type = 'desktop' || "
"_GTK_FRAME_EXTENTS@";
blur-background = false;
}, {
match = "window_type != 'dock'";
}, {
match = "window_type = 'dock' || "
"window_type = 'desktop'";
corner-radius = 0;
}, {
match = "name = 'Notification' || "
"class_g = 'Conky' || "
"class_g ?= 'Notify-osd' || "
"class_g = 'Cairo-clock' || "
"_GTK_FRAME_EXTENTS@";
shadow = false;
},
{
normal = { fade = true; shadow = true;}
tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
dock = { full-shadow = true; }
dnd = { shadow = true; }
popup_menu = { shadow = true; }
dropdown_menu = { shadow = true; }
};
unredir-if-possible = false
match = "window_type = 'desktop'";
shader = "/home/x/.config/picom/shaders/glitch.glsl";
},
{
match = "window_type != 'desktop'";
shader = "/home/x/.config/picom/shaders/glitch_animation.glsl";
});
# `@include` directive can be used to include additional configuration files.
# Relative paths are search either in the parent of this configuration file
# (when the configuration is loaded through a symlink, the symlink will be
# resolved first). Or in `$XDG_CONFIG_HOME/picom/include`.
#
# @include "extra.conf"

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#version 430
#define PI 3.1415926538
uniform float opacity;
uniform float time;
// Works best with fullscreen windows
// Made this to play retro games the way god intended
uniform float sc_freq = 0.2; // Frequency for the scanlines
uniform float sc_intensity = 0.6; // Intensity of the scanline effect
uniform bool grid = false; // Whether to also apply scanlines to x axis or not
uniform int distortion_offset = 2; // Pixel offset for red/blue distortion
uniform int downscale_factor = 2; // How many pixels of the window
// make an actual "pixel" (or block)
uniform float sph_distance = 500; // Distance from the theoretical sphere
// we use for our curvature transform
uniform float curvature = 1.5; // How much the window should "curve"
uniform float shadow_cutoff = 1; // How "early" the shadow starts affecting
// pixels close to the edges
// I'd keep this value very close to 1
uniform int shadow_intensity = 1; // Intensity level of the shadow effect (from 1 to 5)
vec4 outside_color = vec4(0 ,0 ,0, opacity); // Color for the outside of the window
float flash_speed = 0; // Speed of flashing effect, set to 0 to deactivate
float flash_intensity = 0.8; // Intensity of flashing effect
// You can play with different values for all the variables above
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0);
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
float radius = (window_size.x/curvature);
int flash = int(round(flash_speed*time/(10000/window_size.y))) % window_size.y;
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Darkens a pixels near the edges
vec4 darken_color(vec4 color, vec2 coords)
{
// If shadow intensity is 0, change nothing
if (shadow_intensity == 0)
{
return color;
}
// Get how far the coords are from the center
vec2 distances_from_center = abs(window_center - coords);
// Darken pixels close to the edges of the screen in a polynomial fashion
float brightness = 1;
brightness *= -pow((distances_from_center.y/window_center.y)*shadow_cutoff,
(5/shadow_intensity)*2)+1;
brightness *= -pow((distances_from_center.x/window_center.x)*shadow_cutoff,
(5/shadow_intensity)*2)+1;
color.xyz *= brightness;
return color;
}
// Applies a transformation to our window pixels to simulate
// a curved screen
ivec2 curve_coords_spheric(vec2 coords)
{
// Offset coords
coords -= window_center;
vec2 curved_coords;
// For this transform imagine a sphere in a 3d space with the
// window as a 2d plane tangent to that sphere
// For simplicity, we center the sphere at 0,0,0
// The coordinates of the projection share x and y with our window pixel
// We find Z using the formula for a sphere
vec3 projection_coords3d = vec3(coords.x, coords.y,
sqrt(pow(radius+sph_distance,2)-
pow(coords.x,2)-
pow(coords.y,2)));
// That vector goes from the center of the sphere to the projection of a pixel
// of our window onto the sphere's surface
// Let's scale it until it hits our window plane
projection_coords3d *= ((radius+sph_distance)/projection_coords3d.z);
curved_coords = projection_coords3d.xy;
// Compensate for starting coords offset
curved_coords += window_center;
return ivec2(curved_coords);
}
// Gets a color for a pixel with all the coordinate and
// downscale changes
vec4 get_pixel(vec2 coords)
{
// If pixel is at the edge of the window, return a completely black color
if (coords.x >=window_size.x-1 || coords.y >=window_size.y-1 ||
coords.x <=0 || coords.y <=0)
{
return outside_color;
}
vec4 color = texelFetch(tex, ivec2(coords), 0);
return default_post_processing(color);
}
// Gets the color from a downscaled block
vec4 get_block_color(vec2 coords)
{
// If downscale is set to 1, just return a pixel
if (downscale_factor < 2)
{
return get_pixel(coords);
}
// Relative position of pixel inside the block
ivec2 relative_position;
relative_position.xy = ivec2(coords).xy % downscale_factor;
// Average all colors from pixels inside the block
vec4 average = vec4(0, 0 , 0, 0);
for (int i = 0; i < downscale_factor; i++)
{
for (int j = 0; j < downscale_factor; j++)
{
average.xyzw += get_pixel(vec2(coords.x + i - relative_position.x,
coords.y + j - relative_position.y));
}
}
average /= pow(downscale_factor, 2);
return average;
}
// Main shader function
vec4 window_shader() {
// Apply curvature transform to coords
vec2 curved_coords = curve_coords_spheric(texcoord);
// Fetch the color
vec4 c = get_block_color(curved_coords);
// Fetch colors from close pixels to apply color distortion
vec4 c_right = get_block_color(vec2(curved_coords.x+2, curved_coords.y));
vec4 c_left = get_block_color(vec2(curved_coords.x-2, curved_coords.y));
// Mix red and blue colors
c = vec4(c_left.x, c.y, c_right.z, c.w);
// Apply scanlines
c.xyz *= sin(2*PI*sc_freq*(texcoord).y)/(2/sc_intensity) +
1 - sc_intensity/2;
// Also apply scanlines to x axis if grid is enabled
if (grid == true)
{
c.xyz *= sin(2*PI*sc_freq*(texcoord).x)/(2/sc_intensity) +
1 - sc_intensity/2;
}
// Apply flash
if (curved_coords.y >=flash-(window_size.y/10) && curved_coords.y <=flash)
{
c.xyz *= flash_intensity*(pow(((flash-curved_coords.y)/(window_size.y/10))-1,2)
+ 1/flash_intensity);
}
// Darken pixel
c = darken_color(c, curved_coords);
return (c);
}

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#version 330
int delta = 20;
float barh = 0.05;
float barw = 0.6;
int nbar = 8;
float maxoff = 32;
float minoff = 2;
float hue = 0.3;
// blinds
int blinds_spacing = 4;
int blinds_width = 1;
float blinds_intensity = 1.2;
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0);
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
uniform float time; // Time in miliseconds.
float alpha = round(time/delta); // Like time, but in seconds and resets to
vec4 blinds(vec4 c, vec2 coords) {
if (mod(coords.y, blinds_spacing) < blinds_width) {
return c * blinds_intensity;
}
return c;
}
vec3 hueShift( vec3 color, float hueAdjust ){
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
hue += hueAdjust;
Q = chroma * sin (hue);
I = chroma * cos (hue);
vec3 yIQ = vec3 (YPrime, I, Q);
return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
}
// Pseudo-random function (from original shader)
float random(float n) {
return fract(sin(n) * 43758.5453f);
}
float get_box() {
float n = random(alpha)*(nbar);
for(int i=0;i<n;i++){
float y = random(mod(alpha, 2048)+i) * window_size.y;
float x = random(mod(alpha+128, 2048)+i) * window_size.x;
float w = random(mod(alpha+64, 2048)+i) * barw*window_size.x;
float h = random(mod(alpha+32, 2048)+i) * barh*window_size.y;
if (texcoord.y > y && texcoord.y < y + h
&& texcoord.x > x && texcoord.x < x + w) {
return i*w*h*y*x*n;
}
}
return -1.0f;
}
float rand_offset(float b) {
return (random(b*64) - 0.5) * (maxoff*2);
}
vec4 window_color(vec2 uv) {
return blinds(texelFetch(tex, ivec2(uv), 0), uv);
}
vec4 window_shader() {
float b = get_box();
if (b == -1.0) {
vec4 c = window_color(ivec2(texcoord));
return default_post_processing(c);
}
//b = random(mod(alpha, 2000));
// Offsets in pixels for each color
vec2 uvr = vec2(rand_offset(b*1), rand_offset(b*6));
vec2 uvg = vec2(rand_offset(b*2),rand_offset(b*7));
vec2 uvb = vec2(rand_offset(b*3),rand_offset(b*8));
// Calculate offset coords
uvr += texcoord;
uvg += texcoord;
uvb += texcoord;
// Fetch colors using offset coords
vec3 offset_color;
offset_color.x = window_color(uvr).x;
offset_color.y = window_color(uvg).y;
offset_color.z = window_color(uvb).z;
offset_color.x = hueShift(window_color(uvr).xyz, hue).x;
offset_color.y = hueShift(window_color(uvg).xyz, hue).y;
offset_color.z = hueShift(window_color(uvb).xyz, hue).z;
offset_color.xyz = hueShift(offset_color.xyz, -hue);
// Set the new color
vec4 c;
c.w = texelFetch(tex, ivec2(uvr), 0).w;
c.xyz = offset_color;
c.xyz = hueShift(c.xyz, random(mod(b, 2000)));
return default_post_processing(c);
}

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#version 430
#define PI 3.14159265
// These shaders work by using a pinhole camera and raycasting
// The window 3d objects will always be (somewhat) centered at (0, 0, 0)
struct pinhole_camera
{
float focal_offset; // Distance along the Z axis between the camera
// center and the focal point. Use negative values
// so the image doesn't flip
// This kinda works like FOV in games
// Transformations
// Use these to modify the coordinate system of the camera plane
vec3 rotations; // Rotations in radians around each axis
// The camera plane rotates around
// its center point, not the origin
vec3 translations; // Translations in pixels along each axis
vec3 deformations; // Deforms the camera. Higher values on each axis
// means the window will be squashed in that axis
// ---------------------------------------------------------------//
// "Aftervalues"
// These will be set later with setup_camera(), leave them as 0
vec3 base_x;
vec3 base_y;
vec3 base_z;
vec3 center_point;
vec3 focal_point;
};
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
uniform float time; // Time in miliseconds.
float time_cyclic = mod(time/10000,2); // Like time, but in seconds and resets to
// 0 when it hits 2. Useful for using it in
// periodic functions like cos and sine
// Time variables can be used to change transformations over time
ivec2 window_size = textureSize(tex, 0); // Size of the window
float window_diagonal = length(window_size); // Diagonal of the window
// Try to keep focal offset and translations proportional to window_size components
// or window_diagonal as you see fit
pinhole_camera camera =
pinhole_camera(-window_size.y/2, // Focal offset
vec3(0,0,0), // Rotations
vec3(0,0,0), // Translations
vec3(1,1,1), // Deformations
// Leave the rest as 0
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Here are some presets you can use
// Moves the camera up and down
pinhole_camera bobbing =
pinhole_camera(-window_size.y/2,
vec3(0,0,0),
vec3(0,cos(time_cyclic*PI)*window_size.y/16,-window_size.y/4),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Rotates camera around the origin
// Makes the window rotate around the Y axis from the camera's POV
// (if the window is centered)
pinhole_camera rotate_around_origin =
pinhole_camera(-window_diagonal,
vec3(0,-time_cyclic*PI-PI/2,0),
vec3(cos(time_cyclic*PI)*window_diagonal,
0,
sin(time_cyclic*PI)*window_diagonal),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Rotate camera around its center
pinhole_camera rotate_around_itself =
pinhole_camera(-window_diagonal,
vec3(0,-time_cyclic*PI-PI/2,0),
vec3(0,0,-window_diagonal),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Here you can select the preset to use
pinhole_camera window_cam = rotate_around_origin;
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Sets up a camera by applying transformations and
// calculating xyz vector basis
pinhole_camera setup_camera(pinhole_camera camera)
{
// Apply translations
camera.center_point += camera.translations;
// Apply rotations
// We initialize our vector basis as normalized vectors
// in each axis * our deformations vector
camera.base_x = vec3(camera.deformations.x, 0, 0);
camera.base_y = vec3(0, camera.deformations.y, 0);
camera.base_z = vec3(0, 0, camera.deformations.z);
// Then we rotate them around following our rotations vector:
// First save these values to avoid redundancy
float cosx = cos(camera.rotations.x);
float cosy = cos(camera.rotations.y);
float cosz = cos(camera.rotations.z);
float sinx = sin(camera.rotations.x);
float siny = sin(camera.rotations.y);
float sinz = sin(camera.rotations.z);
// Declare a buffer vector we will use to apply multiple changes at once
vec3 tmp = vec3(0);
// Rotations for base_x:
tmp = camera.base_x;
// X axis:
tmp.y = camera.base_x.y * cosx - camera.base_x.z * sinx;
tmp.z = camera.base_x.y * sinx + camera.base_x.z * cosx;
camera.base_x = tmp;
// Y axis:
tmp.x = camera.base_x.x * cosy + camera.base_x.z * siny;
tmp.z = -camera.base_x.x * siny + camera.base_x.z * cosy;
camera.base_x = tmp;
// Z axis:
tmp.x = camera.base_x.x * cosz - camera.base_x.y * sinz;
tmp.y = camera.base_x.x * sinz + camera.base_x.y * cosz;
camera.base_x = tmp;
// Rotations for base_y:
tmp = camera.base_y;
// X axis:
tmp.y = camera.base_y.y * cosx - camera.base_y.z * sinx;
tmp.z = camera.base_y.y * sinx + camera.base_y.z * cosx;
camera.base_y = tmp;
// Y axis:
tmp.x = camera.base_y.x * cosy + camera.base_y.z * siny;
tmp.z = -camera.base_y.x * siny + camera.base_y.z * cosy;
camera.base_y = tmp;
// Z axis:
tmp.x = camera.base_y.x * cosz - camera.base_y.y * sinz;
tmp.y = camera.base_y.x * sinz + camera.base_y.y * cosz;
camera.base_y = tmp;
// Rotations for base_z:
tmp = camera.base_z;
// X axis:
tmp.y = camera.base_z.y * cosx - camera.base_z.z * sinx;
tmp.z = camera.base_z.y * sinx + camera.base_z.z * cosx;
camera.base_z = tmp;
// Y axis:
tmp.x = camera.base_z.x * cosy + camera.base_z.z * siny;
tmp.z = -camera.base_z.x * siny + camera.base_z.z * cosy;
camera.base_z = tmp;
// Z axis:
tmp.x = camera.base_z.x * cosz - camera.base_z.y * sinz;
tmp.y = camera.base_z.x * sinz + camera.base_z.y * cosz;
camera.base_z = tmp;
// Now that we have our transformed 3d orthonormal base
// we can calculate our focal point
camera.focal_point = camera.center_point + camera.base_z * camera.focal_offset;
// Return our set up camera
return camera;
}
// Gets a pixel from the end of a ray projected to an axis
vec4 get_pixel_from_projection(float t, int face, pinhole_camera camera, vec3 focal_vector)
{
// If the point we end up in is behind our camera, don't "render" it
if (t < 1)
{
return vec4(0);
}
// Then we multiply our focal vector by t and add our focal point to it
// to end up in a point inside the window plane
vec3 intersection = focal_vector * t + camera.focal_point;
// Save a the necessary coordinates and add back offset
vec2 cam_coords;
switch (face)
{
case 0:
cam_coords = intersection.xy + window_center;
break;
case 1:
cam_coords = intersection.zy + window_center;
break;
}
// If pixel is outside of our window region
// return a completely transparent color
if (cam_coords.x >=window_size.x-1 ||
cam_coords.y >=window_size.y-1 ||
cam_coords.x <=0 || cam_coords.y <=0)
{
return vec4(0);
}
// Fetch the pixel
vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
return pixel;
}
// Combines colors using alpha
// Got this from https://stackoverflow.com/questions/64701745/how-to-blend-colours-with-transparency
// Not sure how it works honestly lol
vec4 alpha_composite(vec4 color1, vec4 color2)
{
float ar = color1.w + color2.w - (color1.w * color2.w);
float asr = color2.w / ar;
float a1 = 1 - asr;
float a2 = asr * (1 - color1.w);
float ab = asr * color1.w;
vec4 outcolor;
outcolor.xyz = color1.xyz * a1 + color2.xyz * a2 + color2.xyz * ab;
outcolor.w = ar;
return outcolor;
}
// Gets a pixel through the camera using coords as coordinates in
// the camera plane
vec4 get_pixel_through_camera(vec2 coords, pinhole_camera camera)
{
// Offset coords
coords -= window_center;
// Find the pixel 3d position using the camera vector basis
vec3 pixel_3dposition = camera.center_point
+ coords.x * camera.base_x
+ coords.y * camera.base_y;
// Get the vector going from the focal point to the pixel in 3d sapace
vec3 focal_vector = pixel_3dposition - camera.focal_point;
// We need 2 planes, one for each axis of the cross, they all follow the plane EQ
// ax + by + cz + d
float a[] = {0,1};
float b[] = {0,0};
float c[] = {1,0};
float d[] = {0,0};
// Then there's a line going from our focal point to each of the planes
// which we can describe as:
// x(t) = focal_point.x + focal_vector.x * t
// y(t) = focal_point.y + focal_vector.y * t
// z(t) = focal_point.z + focal_vector.z * t
// We substitute x, y and z with x(t), y(t) and z(t) in the plane EQ
// Solving for t we get:
vec2 t[2]; // we use a vec2 to also store the plane that was hit
for (int i = 0; i < 2; i++)
{
t[i].x = (d[i]
- a[i]*camera.focal_point.x
- b[i]*camera.focal_point.y
- c[i]*camera.focal_point.z)
/ (a[i]*focal_vector.x
+ b[i]*focal_vector.y
+ c[i]*focal_vector.z);
t[i].y = i;
}
// Bubble sort to know which intersections happen first
for (int i = 0; i < t.length(); i++)
{
for (int j = 0; j < t.length(); j++)
{
if (t [j].x > t[j+1].x)
{
vec2 tmp = t[j];
t[j] = t[j+1];
t[j+1] = tmp;
}
}
}
// Then we go through each one of the intersections in order
// and mix pixels together using alpha
vec4 blended_pixels = vec4(0);
for (int i = 0; i < 2; i++)
{
// We get the pixel through projection
vec4 projection_pixel = get_pixel_from_projection(t[i].x,
int(t[i].y),
camera,
focal_vector);
// Blend the pixel using alpha
blended_pixels = alpha_composite(projection_pixel, blended_pixels);
}
return blended_pixels;
}
// Main function
vec4 window_shader() {
pinhole_camera transformed_cam = setup_camera(window_cam);
return(get_pixel_through_camera(texcoord, transformed_cam));
}

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#version 430
#define PI 3.14159265
// These shaders work by using a pinhole camera and raycasting
// The window 3d objects will always be (somewhat) centered at (0, 0, 0)
struct pinhole_camera
{
float focal_offset; // Distance along the Z axis between the camera
// center and the focal point. Use negative values
// so the image doesn't flip
// This kinda works like FOV in games
// Transformations
// Use these to modify the coordinate system of the camera plane
vec3 rotations; // Rotations in radians around each axis
// The camera plane rotates around
// its center point, not the origin
vec3 translations; // Translations in pixels along each axis
vec3 deformations; // Deforms the camera. Higher values on each axis
// means the window will be squashed in that axis
// ---------------------------------------------------------------//
// "Aftervalues"
// These will be set later with setup_camera(), leave them as 0
vec3 base_x;
vec3 base_y;
vec3 base_z;
vec3 center_point;
vec3 focal_point;
};
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
uniform float time; // Time in miliseconds.
float time_cyclic = mod(time/10000,2); // Like time, but in seconds and resets to
// 0 when it hits 2. Useful for using it in
// periodic functions like cos and sine
// Time variables can be used to change transformations over time
ivec2 window_size = textureSize(tex, 0); // Size of the window
float window_diagonal = length(window_size); // Diagonal of the window
int wss = min(window_size.x, window_size.y); // Window smallest side, useful when squaring windows
// Try to keep focal offset and translations proportional to window_size components
// or window_diagonal as you see fit
pinhole_camera camera =
pinhole_camera(-window_size.y/2, // Focal offset
vec3(0,0,0), // Rotations
vec3(0,0,0), // Translations
vec3(1,1,1), // Deformations
// Leave the rest as 0
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Here are some presets you can use
// Moves the camera up and down
pinhole_camera bobbing =
pinhole_camera(-window_size.y/2,
vec3(0,0,0),
vec3(0,cos(time_cyclic*PI)*window_size.y/16,-window_size.y/4),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Rotates camera around the origin
// Makes the window rotate around the Y axis from the camera's POV
// (if the window is centered)
pinhole_camera rotate_around_origin =
pinhole_camera(-wss,
vec3(PI/6*sin(2*time_cyclic*PI),-time_cyclic*PI-PI/2,0),
vec3(cos(time_cyclic*PI)*wss,
wss/2*sin(2*time_cyclic*PI),
sin(time_cyclic*PI)*wss),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Rotate camera around its center
pinhole_camera rotate_around_itself =
pinhole_camera(-wss,
vec3(0,-time_cyclic*PI-PI/2,0),
vec3(0,0,-wss),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Here you can select the preset to use
pinhole_camera window_cam = rotate_around_origin;
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Sets up a camera by applying transformations and
// calculating xyz vector basis
pinhole_camera setup_camera(pinhole_camera camera)
{
// Apply translations
camera.center_point += camera.translations;
// Apply rotations
// We initialize our vector basis as normalized vectors
// in each axis * our deformations vector
camera.base_x = vec3(camera.deformations.x, 0, 0);
camera.base_y = vec3(0, camera.deformations.y, 0);
camera.base_z = vec3(0, 0, camera.deformations.z);
// Then we rotate them around following our rotations vector:
// First save these values to avoid redundancy
float cosx = cos(camera.rotations.x);
float cosy = cos(camera.rotations.y);
float cosz = cos(camera.rotations.z);
float sinx = sin(camera.rotations.x);
float siny = sin(camera.rotations.y);
float sinz = sin(camera.rotations.z);
// Declare a buffer vector we will use to apply multiple changes at once
vec3 tmp = vec3(0);
// Rotations for base_x:
tmp = camera.base_x;
// X axis:
tmp.y = camera.base_x.y * cosx - camera.base_x.z * sinx;
tmp.z = camera.base_x.y * sinx + camera.base_x.z * cosx;
camera.base_x = tmp;
// Y axis:
tmp.x = camera.base_x.x * cosy + camera.base_x.z * siny;
tmp.z = -camera.base_x.x * siny + camera.base_x.z * cosy;
camera.base_x = tmp;
// Z axis:
tmp.x = camera.base_x.x * cosz - camera.base_x.y * sinz;
tmp.y = camera.base_x.x * sinz + camera.base_x.y * cosz;
camera.base_x = tmp;
// Rotations for base_y:
tmp = camera.base_y;
// X axis:
tmp.y = camera.base_y.y * cosx - camera.base_y.z * sinx;
tmp.z = camera.base_y.y * sinx + camera.base_y.z * cosx;
camera.base_y = tmp;
// Y axis:
tmp.x = camera.base_y.x * cosy + camera.base_y.z * siny;
tmp.z = -camera.base_y.x * siny + camera.base_y.z * cosy;
camera.base_y = tmp;
// Z axis:
tmp.x = camera.base_y.x * cosz - camera.base_y.y * sinz;
tmp.y = camera.base_y.x * sinz + camera.base_y.y * cosz;
camera.base_y = tmp;
// Rotations for base_z:
tmp = camera.base_z;
// X axis:
tmp.y = camera.base_z.y * cosx - camera.base_z.z * sinx;
tmp.z = camera.base_z.y * sinx + camera.base_z.z * cosx;
camera.base_z = tmp;
// Y axis:
tmp.x = camera.base_z.x * cosy + camera.base_z.z * siny;
tmp.z = -camera.base_z.x * siny + camera.base_z.z * cosy;
camera.base_z = tmp;
// Z axis:
tmp.x = camera.base_z.x * cosz - camera.base_z.y * sinz;
tmp.y = camera.base_z.x * sinz + camera.base_z.y * cosz;
camera.base_z = tmp;
// Now that we have our transformed 3d orthonormal base
// we can calculate our focal point
camera.focal_point = camera.center_point + camera.base_z * camera.focal_offset;
// Return our set up camera
return camera;
}
// Gets a pixel from the end of a ray projected to an axis
vec4 get_pixel_from_projection(float t, int face, pinhole_camera camera, vec3 focal_vector)
{
// If the point we end up in is behind our camera, don't "render" it
if (t < 1)
{
return vec4(0);
}
// Then we multiply our focal vector by t and add our focal point to it
// to end up in a point inside the window plane
vec3 intersection = focal_vector * t + camera.focal_point;
// Save necessary coordinates
// (different cube faces need different coords)
vec2 cam_coords;
switch (face)
{
case 0:
cam_coords = intersection.xy;
break;
case 1:
cam_coords = intersection.xy;
break;
case 2:
cam_coords = intersection.zy;
break;
case 3:
cam_coords = intersection.zy;
break;
case 4:
cam_coords = intersection.zx;
break;
case 5:
cam_coords = intersection.zx;
break;
}
if (window_size.x > window_size.y)
{
cam_coords.x /= window_size.y/float(window_size.x);
cam_coords.xy += window_center.xy;
}
else if (window_size.x < window_size.y)
{
cam_coords.y /= window_size.x/float(window_size.y);
cam_coords.xy += window_center.xy;
}
// If pixel is outside of our window region
// return a completely transparent color
if (cam_coords.x >=window_size.x-1 ||
cam_coords.y >=window_size.y-1 ||
cam_coords.x <=0 || cam_coords.y <=0)
{
return vec4(0);
}
// Fetch the pixel
vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
return pixel;
}
// Combines colors using alpha
// Got this from https://stackoverflow.com/questions/64701745/how-to-blend-colours-with-transparency
// Not sure how it works honestly lol
vec4 alpha_composite(vec4 color1, vec4 color2)
{
float ar = color1.w + color2.w - (color1.w * color2.w);
float asr = color2.w / ar;
float a1 = 1 - asr;
float a2 = asr * (1 - color1.w);
float ab = asr * color1.w;
vec4 outcolor;
outcolor.xyz = color1.xyz * a1 + color2.xyz * a2 + color2.xyz * ab;
outcolor.w = ar;
return outcolor;
}
// Gets a pixel through the camera using coords as coordinates in
// the camera plane
vec4 get_pixel_through_camera(vec2 coords, pinhole_camera camera)
{
// Offset coords
coords -= window_center;
// Find the pixel 3d position using the camera vector basis
vec3 pixel_3dposition = camera.center_point
+ coords.x * camera.base_x
+ coords.y * camera.base_y;
// Get the vector going from the focal point to the pixel in 3d sapace
vec3 focal_vector = pixel_3dposition - camera.focal_point;
// We need 6 planes, one for each face of the cube, they all follow the plane EQ
// ax + by + cz + d
float a[] = {0,0,
1,1,
0,0};
float b[] = {0,0,
0,0,
1,1};
float c[] = {1,1,
0,0,
0,0};
float d[] = {-wss/2.0,wss/2.0,
-wss/2.0,wss/2.0,
-wss/2.0,wss/2.0};
// Then there's a line going from our focal point to each of the planes
// which we can describe as:
// x(t) = focal_point.x + focal_vector.x * t
// y(t) = focal_point.y + focal_vector.y * t
// z(t) = focal_point.z + focal_vector.z * t
// We substitute x, y and z with x(t), y(t) and z(t) in the plane EQ
// Solving for t we get:
vec2 t[6]; // we use a vec2 to also store the plane that was hit
for (int i = 0; i < t.length(); i++)
{
t[i].x = (d[i]
- a[i]*camera.focal_point.x
- b[i]*camera.focal_point.y
- c[i]*camera.focal_point.z)
/ (a[i]*focal_vector.x
+ b[i]*focal_vector.y
+ c[i]*focal_vector.z);
t[i].y = i;
}
// Bubble sort to know which intersections happen first
for (int i = 0; i < t.length(); i++)
{
for (int j = 0; j < t.length(); j++)
{
if (t [j].x > t[j+1].x)
{
vec2 tmp = t[j];
t[j] = t[j+1];
t[j+1] = tmp;
}
}
}
// Then we go through each one of the intersections in order
// and mix pixels together using alpha
vec4 blended_pixels = vec4(0);
for (int i = 0; i < t.length(); i++)
{
// We get the pixel through projection
vec4 projection_pixel = get_pixel_from_projection(t[i].x,
int(t[i].y),
camera,
focal_vector);
// Only blend non fully transparent pixels
if (projection_pixel.w > 0.0)
{
// Blend the pixel using alpha
blended_pixels = alpha_composite(projection_pixel, blended_pixels);
}
}
return blended_pixels;
}
// Main function
vec4 window_shader() {
pinhole_camera transformed_cam = setup_camera(window_cam);
return(get_pixel_through_camera(texcoord, transformed_cam));
}

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#version 330
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
/*
These shaders use a sorta hacky way to use the changing
window opacity you might set on picom.conf animation rules
to perform animations.
Basically, when a window get's mapped, we make it's alpha
go from 0 to 1, so, using the default_post_processing to get that alpha
we can get a variable going from 0 (start of mapping animation)
to 1 (end of mapping animation)
You can also set up your alpha value to go from 1 to 0 in picom when
a window is closed, effectively reversing the animations described here
*/
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// If you have semitransparent windows (like a terminal)
// You can use the below function to add an opacity threshold where the
// animation won't apply. For example, if you had your terminal
// configured to have 0.8 opacity, you'd set the below variable to 0.8
float max_opacity = 1;
float opacity_threshold(float opacity)
{
// if statement jic?
if (opacity >= max_opacity)
{
return 1.0;
}
else
{
return min(1, opacity/max_opacity);
}
}
vec4 anim(float time) {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
return c;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
float opacity = opacity_threshold(c.w);
if (opacity == 0.0)
{
return c;
}
vec4 anim_c = anim(opacity);
return default_post_processing(anim_c);
}

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#version 430
bool monochrome = false; // Whether to apply a black & white filter to the window
// You can modify the list of patterns to whatever you like, the code will
// adapt to it as long as it is a list of equally sized 2D arrays
// This example shows a dither pattern list that uses numbers other than
// 0 and 1 for more color variation
// Dither patterns
float dither [][][] = { {{0 , 0 },
{0 , 0 }},
{{0.5, 0 },
{0 , 0 }},
{{0.5, 0 },
{0 , 0.5}},
{{0.5, 0.5},
{0 , 0.5}},
{{0.5, 0.5},
{0.5, 0.5}},
{{1 , 0.5},
{0.5,0.5}},
{{1 , 0.5},
{0.5, 1 }},
{{1 , 1 },
{0.5, 1 }},
{{1 , 1 },
{1 , 1 }} };
// Some more props that depend on the dither patterns
float bit_depth = dither.length() - 1.0;
int block_size = dither[0].length();
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Returns a monochromatic pixel
vec4 to_monochrome (vec4 pixel)
{
float brightness = (pixel.x + pixel.y + pixel.z)/3;
return vec4(vec3(brightness), pixel.w);
}
vec4 window_shader() {
// Alpha for the current pixel
float alpha;
// Relative block position
ivec2 block_pos;
block_pos.x = int(texcoord.x) % block_size;
block_pos.y = int(texcoord.y) % block_size;
// Current block total color
vec3 block_color = vec3(0,0,0);
// We will iterate over all the pixels in the block
// and save it to this variable
vec4 pixel;
for (int y = 0; y < block_size; y += 1)
{
for (int x = 0; x < block_size; x += 1)
{
// Apply default post processing picom things and
// add color values after.
pixel = texelFetch(tex, ivec2(texcoord.x+x-block_pos.x,texcoord.y+y-block_pos.y), 0);
pixel = default_post_processing(pixel);
if (monochrome)
{
pixel = to_monochrome(pixel);
block_color.x += pixel.x;
}
else
{
block_color.x += pixel.x;
block_color.y += pixel.y;
block_color.z += pixel.z;
}
// If we are on the current pixel, save the alpha value
if (x == 0 && y == 0)
{
alpha = pixel.w;
}
}
}
// Normalize block colors and quantify them
block_color.x = block_color.x/float(block_size*block_size);
block_color.x = round(block_color.x*bit_depth);
// Get the pixel colors using our dither pattern
block_color.x = dither[int(block_color.x)][block_pos.y][block_pos.x];
if (monochrome)
{
block_color.yz = block_color.xx;
}
else
{
block_color.y = block_color.y/float(block_size*block_size);
block_color.y = round(block_color.y*bit_depth);
block_color.z = block_color.z/float(block_size*block_size);
block_color.z = round(block_color.z*bit_depth);
block_color.y = dither[int(block_color.y)][block_pos.y][block_pos.x];
block_color.z = dither[int(block_color.z)][block_pos.y][block_pos.x];
}
// Set the final value for our pixel
pixel = vec4(block_color.x, block_color.y, block_color.z, alpha);
return pixel;
}

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#version 330
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
/*
These shaders use a sorta hacky way to use the changing
window opacity you might set on picom.conf animation rules
to perform animations.
Basically, when a window get's mapped, we make it's alpha
go from 0 to 1, so, using the default_post_processing to get that alpha
we can get a variable going from 0 (start of mapping animation)
to 1 (end of mapping animation)
You can also set up your alpha value to go from 1 to 0 in picom when
a window is closed, effectively reversing the animations described here
*/
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// If you have semitransparent windows (like a terminal)
// You can use the below function to add an opacity threshold where the
// animation won't apply. For example, if you had your terminal
// configured to have 0.8 opacity, you'd set the below variable to 0.8
float max_opacity = 0.8;
float opacity_threshold(float opacity)
{
// if statement jic?
if (opacity >= max_opacity)
{
return 1.0;
}
else
{
return min(1, opacity/max_opacity);
}
}
// Pseudo-random function (from original shader)
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
float PI = 3.1415926535;
float TWO_PI = 2.0 * PI;
// NEW anim function: Glass-Shard Shatter
vec4 anim(float animation_progress) {
vec4 out_color = vec4(0.0); // Default to transparent
// --- Shard Parameters ---
float num_shards = 20.0; // Number of angular shards
vec2 impact_point = window_center;
// --- Fragment's Relation to Impact Point & Shard ID ---
vec2 vec_frag_to_impact = texcoord - impact_point;
float dist_frag_to_impact = length(vec_frag_to_impact);
float angle_frag = atan(vec_frag_to_impact.y, vec_frag_to_impact.x); // Range: -PI to PI
if (angle_frag < 0.0) {
angle_frag += TWO_PI; // Normalize to 0 to 2*PI
}
float shard_id = floor(angle_frag / (TWO_PI / num_shards));
// --- Staggered Animation Timing for each Shard ---
// Use random for a less ordered shatter
float shard_delay_normalized = random(vec2(shard_id, shard_id * 0.31));
// float shard_delay_normalized = shard_id / num_shards; // For a sweep
float individual_shard_anim_duration = 0.7; // How long each shard takes to animate
float ripple_spread_factor = 1.0 - individual_shard_anim_duration;
float stagger_start_progress = shard_delay_normalized * ripple_spread_factor;
float stagger_end_progress = stagger_start_progress + individual_shard_anim_duration;
// shard_anim_progress: 0.0 (shard starts moving in) -> 1.0 (shard is in place)
float shard_anim_progress = smoothstep(stagger_start_progress, stagger_end_progress, animation_progress);
if (shard_anim_progress < 0.001) { // Shard is not yet visible or fully shattered away
return vec4(0.0); // Fully transparent
}
// --- Shard Transformation Parameters ---
// current_displacement_factor: 1.0 (max shatter) -> 0.0 (assembled)
float current_displacement_factor = 1.0 - shard_anim_progress;
// Max translation (e.g., 30% of half window width)
float max_translation_dist = length(vec2(window_size) * 0.5) * 0.3;
// Max rotation (e.g., 25 degrees)
float max_rotation_angle_rad = (PI / 180.0) * 25.0 * random(vec2(shard_id * 0.7, shard_id)); // Add some randomness to rotation
// Direction for this shard (center angle of the shard sector)
float shard_center_angle = (shard_id + 0.5) * (TWO_PI / num_shards);
vec2 shard_radial_dir = vec2(cos(shard_center_angle), sin(shard_center_angle));
vec2 translation_offset = shard_radial_dir * max_translation_dist * current_displacement_factor;
float current_rotation = max_rotation_angle_rad * current_displacement_factor;
// --- Inverse Transformation for Sampling ---
// We are at `texcoord` on screen. Find where this point came from on the original texture.
// 1. Undo translation
vec2 p1_translated_back = texcoord - translation_offset;
// 2. Undo rotation around impact_point
vec2 p1_rel_to_impact = p1_translated_back - impact_point;
float cos_rot = cos(current_rotation); // Rotate by +angle to undo shatter rotation by -angle
float sin_rot = sin(current_rotation); // (or vice-versa, depends on convention)
// Let's assume shatter rotates by -current_rotation
// So to undo, rotate by +current_rotation
mat2 rot_matrix = mat2(cos_rot, -sin_rot, sin_rot, cos_rot);
vec2 p2_rotated_back = rot_matrix * p1_rel_to_impact;
vec2 sample_coord = p2_rotated_back + impact_point;
// --- Boundary Check & Texture Fetch ---
if (sample_coord.x >= 0.0 && sample_coord.x < float(window_size.x) &&
sample_coord.y >= 0.0 && sample_coord.y < float(window_size.y)) {
// --- Chromatic Aberration ---
float ca_strength = 0.008 * current_displacement_factor; // Stronger when more shattered
vec2 ca_offset_dir = shard_radial_dir; // Radial aberration
// vec2 ca_offset_dir = vec2(-shard_radial_dir.y, shard_radial_dir.x); // Tangential
vec2 r_sample = sample_coord + ca_offset_dir * ca_strength * float(window_size.x);
vec2 b_sample = sample_coord - ca_offset_dir * ca_strength * float(window_size.x);
out_color.r = texelFetch(tex, ivec2(r_sample), 0).r;
out_color.g = texelFetch(tex, ivec2(sample_coord), 0).g; // Green channel from center
out_color.b = texelFetch(tex, ivec2(b_sample), 0).b;
out_color.a = texelFetch(tex, ivec2(sample_coord), 0).a; // Base alpha from original texture
} else {
out_color.a = 0.0; // Sampled point is outside original texture
}
// Modulate final alpha by shard's animation progress
out_color.a *= shard_anim_progress;
return out_color;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
float opacity = opacity_threshold(c.w);
if (opacity == 0.0)
{
return c;
}
vec4 anim_c = anim(opacity);
return default_post_processing(anim_c);
}

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#version 330
int delta = 20;
float barh = 0.05;
float barw = 0.6;
int nbar = 8;
float maxoff = 32;
float minoff = 2;
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0);
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
uniform float time; // Time in miliseconds.
float alpha = round(time/delta); // Like time, but in seconds and resets to
// Pseudo-random function (from original shader)
float random(float n) {
return fract(sin(n) * 43758.5453f);
}
float get_box() {
float n = random(alpha)*(nbar);
for(int i=0;i<n;i++){
float y = random(mod(alpha, 2048)+i) * window_size.y;
float x = random(mod(alpha+128, 2048)+i) * window_size.x;
float w = random(mod(alpha+64, 2048)+i) * barw*window_size.x;
float h = random(mod(alpha+32, 2048)+i) * barh*window_size.y;
if (texcoord.y > y && texcoord.y < y + h
&& texcoord.x > x && texcoord.x < x + w) {
return i*w*h*y*x*n;
}
}
return -1.0f;
}
float rand_offset(float b) {
return (random(b*64) - 0.5) * (maxoff*2);
}
vec4 window_shader() {
float b = get_box();
if (b == -1.0) {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
return default_post_processing(c);
}
//b = random(mod(alpha, 2000));
// Offsets in pixels for each color
vec2 uvr = vec2(rand_offset(b*1), rand_offset(b*6));
vec2 uvg = vec2(rand_offset(b*2),rand_offset(b*7));
vec2 uvb = vec2(rand_offset(b*3),rand_offset(b*8));
// Calculate offset coords
uvr += texcoord;
uvg += texcoord;
uvb += texcoord;
// Fetch colors using offset coords
vec3 offset_color;
offset_color.x = texelFetch(tex, ivec2(uvr), 0).x;
offset_color.y = texelFetch(tex, ivec2(uvg), 0).y;
offset_color.z = texelFetch(tex, ivec2(uvb), 0).z;
// Set the new color
vec4 c;
c.w = texelFetch(tex, ivec2(uvr), 0).w;
c.xyz = offset_color;
return default_post_processing(c);
}

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#version 330
float maxoff = 10;
float minoff = 0;
float hue = 0.3;
float block_max = 500;
float block_min = 200;
float pixelate_size = 3;
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
vec4 default_post_processing(vec4 c);
uniform float time; // Time in miliseconds.
float max_opacity = 0.9;
float opacity_threshold(float opacity)
{
// if statement jic?
if (opacity >= max_opacity) {
return 1.0;
} else {
return min(1, opacity/max_opacity);
}
}
// Pseudo-random function (from original shader)
float random(float n) {
return fract(sin(n) * 43758.5453f);
}
float rand_offset(float b, float off) {
return (random(b*64) - 0.5) * (off*2);
}
vec4 alpha_effect(vec4 pix, vec2 coord) {
if (random(coord.x * random(coord.y / 100)) < pix.w) {
pix.w = 1;
return pix;
}
return vec4(0, 0, 0, 0);
}
vec3 hueShift( vec3 color, float hueAdjust ){
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
hue += hueAdjust;
Q = chroma * sin (hue);
I = chroma * cos (hue);
vec3 yIQ = vec3 (YPrime, I, Q);
return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
}
vec4 anim(float alpha) {
float block = mix(block_max, block_min, alpha);
vec2 bs = floor(texcoord / block) * block + block/2;
float b = random(bs.y) * random(mod(time/10000,2));
float off = mix(maxoff, minoff, alpha);
if (b > alpha) {
off = 0;
}
// Offsets in pixels for each color
vec2 uvr = vec2(rand_offset(b*1, off), rand_offset(b*6, off));
vec2 uvg = vec2(rand_offset(b*2, off), rand_offset(b*7, off));
vec2 uvb = vec2(rand_offset(b*3, off), rand_offset(b*8, off));
// Calculate offset coords
uvr += texcoord;
uvg += texcoord;
uvb += texcoord;
// Fetch colors using offset coords
vec3 offset_color;
offset_color.x = texelFetch(tex, ivec2(uvr), 0).x;
offset_color.y = texelFetch(tex, ivec2(uvg), 0).y;
offset_color.x = hueShift(texelFetch(tex, ivec2(uvr), 0).xyz, hue).x;
offset_color.y = hueShift(texelFetch(tex, ivec2(uvg), 0).xyz, hue).y;
offset_color.z = hueShift(texelFetch(tex, ivec2(uvb), 0).xyz, hue).z;
offset_color.xyz = hueShift(offset_color.xyz, -hue);
// Set the new color
vec4 c;
c.xyz = offset_color;
return c;
}
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
float opacity = opacity_threshold(c.w);
c = anim(opacity);
c.w = opacity;
c = alpha_effect(c, ceil(texcoord / pixelate_size) * pixelate_size);
//c = default_post_processing(c);
return c;
}

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#version 330
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
/*
These shaders use a sorta hacky way to use the changing
window opacity you might set on picom.conf animation rules
to perform animations.
Basically, when a window get's mapped, we make it's alpha
go from 0 to 1, so, using the default_post_processing to get that alpha
we can get a variable going from 0 (start of mapping animation)
to 1 (end of mapping animation)
You can also set up your alpha value to go from 1 to 0 in picom when
a window is closed, effectively reversing the animations described here
*/
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Pseudo-random function
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
// Creates vertical scanlines
float scanline(vec2 uv, float time) {
return sin(uv.y * 200.0 + time * 10.0) * 0.5 + 0.5;
}
vec4 anim(float time) {
vec2 uv = texcoord / vec2(window_size);
// Adjust square size (smaller number = more squares)
float square_size = 4.0;
// Calculate grid position
vec2 square_pos = floor(texcoord / square_size);
// Generate random value for this square
float index = random(square_pos);
// Get original color
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
// Create threshold for dissolve
float threshold = (1.0 - time) * 1.2; // The 1.2 creates a slight overlap
// If the random index is greater than our threshold, make pixel transparent
if (index > threshold) {
c.a = 0.0;
}
return c;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
if (c.w != 1.0)
{
c = anim(1.0-c.w);
}
return default_post_processing(c);
}

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#version 330
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
/*
These shaders use a sorta hacky way to use the changing
window opacity you might set on picom.conf animation rules
to perform animations.
Basically, when a window get's mapped, we make it's alpha
go from 0 to 1, so, using the default_post_processing to get that alpha
we can get a variable going from 0 (start of mapping animation)
to 1 (end of mapping animation)
You can also set up your alpha value to go from 1 to 0 in picom when
a window is closed, effectively reversing the animations described here
*/
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// If you have semitransparent windows (like a terminal)
// You can use the below function to add an opacity threshold where the
// animation won't apply. For example, if you had your terminal
// configured to have 0.8 opacity, you'd set the below variable to 0.8
float max_opacity = 0.9;
float opacity_threshold(float opacity)
{
// if statement jic?
if (opacity >= max_opacity)
{
return 1.0;
}
else
{
return min(1, opacity/max_opacity);
}
}
vec4 anim(float time) {
// block size shrinks from 40→1
float block = mix(40.0, 1.0, time);
vec2 uvb = floor(texcoord / block) * block + block/2;
vec4 c = texelFetch(tex, ivec2(uvb), 0);
return c;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
float opacity = opacity_threshold(c.w);
if (opacity != 1.0)
{
c = anim(opacity);
}
return default_post_processing(c);
}

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#version 330
#define vec vec3
#define toVec(x) x.rgb
#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
#define mn3(a, b, c) s2(a, b); s2(a, c);
#define mx3(a, b, c) s2(b, c); s2(a, c);
#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges
#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges
#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges
#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
/*
These shaders use a sorta hacky way to use the changing
window opacity you might set on picom.conf animation rules
to perform animations.
Basically, when a window get's mapped, we make it's alpha
go from 0 to 1, so, using the default_post_processing to get that alpha
we can get a variable going from 0 (start of mapping animation)
to 1 (end of mapping animation)
You can also set up your alpha value to go from 1 to 0 in picom when
a window is closed, effectively reversing the animations described here
*/
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// If you have semitransparent windows (like a terminal)
// You can use the below function to add an opacity threshold where the
// animation won't apply. For example, if you had your terminal
// configured to have 0.8 opacity, you'd set the below variable to 0.8
float max_opacity = 0.9;
float opacity_threshold(float opacity)
{
// if statement jic?
if (opacity >= max_opacity)
{
return 1.0;
}
else
{
return min(1, opacity/max_opacity);
}
}
vec4 anim(float time) {
// block size shrinks from 40→1
float block = mix(40.0, 1.0, time);
vec2 uvb = floor(texcoord / block) * block + block/2;
vec4 c = texelFetch(tex, ivec2(uvb), 0);
return c;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
float opacity = opacity_threshold(c.w);
if (opacity != 1.0)
{
c = anim(opacity);
}
return default_post_processing(c);
}

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#version 330
#define PI 3.14159265
// These shaders work by using a pinhole camera and raycasting
// The window 3d objects will always be (somewhat) centered at (0, 0, 0)
struct pinhole_camera
{
float focal_offset; // Distance along the Z axis between the camera
// center and the focal point. Use negative values
// so the image doesn't flip
// This kinda works like FOV in games
// Transformations
// Use these to modify the coordinate system of the camera plane
vec3 rotations; // Rotations in radians around each axis
// The camera plane rotates around
// its center point, not the origin
vec3 translations; // Translations in pixels along each axis
vec3 deformations; // Deforms the camera. Higher values on each axis
// means the window will be squashed in that axis
// ---------------------------------------------------------------//
// "Aftervalues"
// These will be set later with setup_camera(), leave them as 0
vec3 base_x;
vec3 base_y;
vec3 base_z;
vec3 center_point;
vec3 focal_point;
};
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
uniform float time; // Time in miliseconds.
float time_cyclic = mod(time/10000,2); // Like time, but in seconds and resets to
// 0 when it hits 2. Useful for using it in
// periodic functions like cos and sine
// Time variables can be used to change transformations over time
ivec2 window_size = textureSize(tex, 0); // Size of the window
float window_diagonal = length(window_size); // Diagonal of the window
// Try to keep focal offset and translations proportional to window_size components
// or window_diagonal as you see fit
pinhole_camera camera =
pinhole_camera(-window_size.y/2, // Focal offset
vec3(0,0,0), // Rotations
vec3(0), // Translations
vec3(1,1,1), // Deformations
// Leave the rest as 0
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Here are some presets you can use
// Moves the camera up and down
pinhole_camera bobbing =
pinhole_camera(-window_size.y/2,
vec3(0,0,0),
vec3(0,cos(time_cyclic*PI)*window_size.y/16,-window_size.y/4),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Rotates camera around the origin
// Makes the window rotate around the Y axis from the camera's POV
// (if the window is centered)
pinhole_camera rotate_around_origin =
pinhole_camera(-window_diagonal,
vec3(0,-time_cyclic*PI-PI/2,0),
vec3(cos(time_cyclic*PI)*window_diagonal,
0,
sin(time_cyclic*PI)*window_diagonal),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Rotate camera around its center
pinhole_camera rotate_around_itself =
pinhole_camera(-window_diagonal,
vec3(0,-time_cyclic*PI-PI/2,0),
vec3(0,0,-window_diagonal),
vec3(1,1,1),
vec3(0),
vec3(0),
vec3(0),
vec3(0),
vec3(0));
// Here you can select the preset to use
pinhole_camera window_cam = rotate_around_origin;
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Sets up a camera by applying transformations and
// calculating xyz vector basis
pinhole_camera setup_camera(pinhole_camera camera)
{
// Apply translations
camera.center_point += camera.translations;
// Apply rotations
// We initialize our vector basis as normalized vectors
// in each axis * our deformations vector
camera.base_x = vec3(camera.deformations.x, 0, 0);
camera.base_y = vec3(0, camera.deformations.y, 0);
camera.base_z = vec3(0, 0, camera.deformations.z);
// Then we rotate them around following our rotations vector:
// First save these values to avoid redundancy
float cosx = cos(camera.rotations.x);
float cosy = cos(camera.rotations.y);
float cosz = cos(camera.rotations.z);
float sinx = sin(camera.rotations.x);
float siny = sin(camera.rotations.y);
float sinz = sin(camera.rotations.z);
// Declare a buffer vector we will use to apply multiple changes at once
vec3 tmp = vec3(0);
// Rotations for base_x:
tmp = camera.base_x;
// X axis:
tmp.y = camera.base_x.y * cosx - camera.base_x.z * sinx;
tmp.z = camera.base_x.y * sinx + camera.base_x.z * cosx;
camera.base_x = tmp;
// Y axis:
tmp.x = camera.base_x.x * cosy + camera.base_x.z * siny;
tmp.z = -camera.base_x.x * siny + camera.base_x.z * cosy;
camera.base_x = tmp;
// Z axis:
tmp.x = camera.base_x.x * cosz - camera.base_x.y * sinz;
tmp.y = camera.base_x.x * sinz + camera.base_x.y * cosz;
camera.base_x = tmp;
// Rotations for base_y:
tmp = camera.base_y;
// X axis:
tmp.y = camera.base_y.y * cosx - camera.base_y.z * sinx;
tmp.z = camera.base_y.y * sinx + camera.base_y.z * cosx;
camera.base_y = tmp;
// Y axis:
tmp.x = camera.base_y.x * cosy + camera.base_y.z * siny;
tmp.z = -camera.base_y.x * siny + camera.base_y.z * cosy;
camera.base_y = tmp;
// Z axis:
tmp.x = camera.base_y.x * cosz - camera.base_y.y * sinz;
tmp.y = camera.base_y.x * sinz + camera.base_y.y * cosz;
camera.base_y = tmp;
// Rotations for base_z:
tmp = camera.base_z;
// X axis:
tmp.y = camera.base_z.y * cosx - camera.base_z.z * sinx;
tmp.z = camera.base_z.y * sinx + camera.base_z.z * cosx;
camera.base_z = tmp;
// Y axis:
tmp.x = camera.base_z.x * cosy + camera.base_z.z * siny;
tmp.z = -camera.base_z.x * siny + camera.base_z.z * cosy;
camera.base_z = tmp;
// Z axis:
tmp.x = camera.base_z.x * cosz - camera.base_z.y * sinz;
tmp.y = camera.base_z.x * sinz + camera.base_z.y * cosz;
camera.base_z = tmp;
// Now that we have our transformed 3d orthonormal base
// we can calculate our focal point
camera.focal_point = camera.center_point + camera.base_z * camera.focal_offset;
// Return our set up camera
return camera;
}
vec4 get_pixel_through_camera(vec2 coords, pinhole_camera camera)
{
// Offset coords
coords -= window_center;
// Find the pixel 3d position using the camera vector basis
vec3 pixel_3dposition = camera.center_point
+ coords.x * camera.base_x
+ coords.y * camera.base_y;
// Get the vector going from the focal point to the pixel in 3d sapace
vec3 focal_vector = pixel_3dposition - camera.focal_point;
// Let's say we have a plane for our window following the plane equation
// ax + by + cz = d
float a = 0;
float b = 0;
float c = 1;
float d = 0;
// Then there's a line going from our focal point to the plane
// which we can describe as:
// x(t) = focal_point.x + focal_vector.x * t
// y(t) = focal_point.y + focal_vector.y * t
// z(t) = focal_point.z + focal_vector.z * t
// We substitute x, y and z with x(t), y(t) and z(t) in our plane EQ
// Solving for t we get:
float t = (d
- a*camera.focal_point.x
- b*camera.focal_point.y
- c*camera.focal_point.z)
/ (a*focal_vector.x
+ b*focal_vector.y
+ c*focal_vector.z);
// If the point we end up in is behind our camera, don't "render" it
if (t < 1)
{
return vec4(0);
}
// Then we multiply our focal vector by t and add our focal point to it
// to end up in a point inside the window plane
vec3 intersection = focal_vector * t + camera.focal_point;
// Save x and y coordinates and add back our initial offset
vec2 cam_coords = intersection.xy + window_center;
// If pixel is outside of our window region
// return a completely transparent color
if (cam_coords.x >=window_size.x-1 ||
cam_coords.y >=window_size.y-1 ||
cam_coords.x <=0 || cam_coords.y <=0)
{
return vec4(0);
}
// Fetch the pixel
vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
return pixel;
}
vec4 window_shader() {
pinhole_camera transformed_cam = setup_camera(window_cam);
return(get_pixel_through_camera(texcoord, transformed_cam));
}

View file

@ -0,0 +1,131 @@
#version 330
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
/*
These shaders use a sorta hacky way to use the changing
window opacity you might set on picom.conf animation rules
to perform animations.
Basically, when a window get's mapped, we make it's alpha
go from 0 to 1, so, using the default_post_processing to get that alpha
we can get a variable going from 0 (start of mapping animation)
to 1 (end of mapping animation)
You can also set up your alpha value to go from 1 to 0 in picom when
a window is closed, effectively reversing the animations described here
*/
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// If you have semitransparent windows (like a terminal)
// You can use the below function to add an opacity threshold where the
// animation won't apply. For example, if you had your terminal
// configured to have 0.8 opacity, you'd set the below variable to 0.8
float max_opacity = 0.8;
float opacity_threshold(float opacity)
{
// if statement jic?
if (opacity >= max_opacity)
{
return 1.0;
}
else
{
return min(1, opacity/max_opacity);
}
}
// NEW anim function: Morphing Distance-Field Mask (Wobbly Circle)
vec4 anim(float progress) {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
// Early exit for fully transparent or fully opaque states
if (progress <= 0.001) { // Beginning of reveal / End of conceal
c.a = 0.0;
return c;
}
if (progress >= 0.999) { // End of reveal / Beginning of conceal
return c; // Original alpha, effect is complete
}
vec2 p_centered = texcoord - vec2(window_center); // Pixel coords relative to center
// --- SDF Parameters ---
// Max radius needed to cover the window from the center to a corner
float max_coverage_radius = length(vec2(window_size) * 0.5) * 1.05; // 5% margin
// Easing for progress (e.g., ease-in: starts slow, speeds up)
float eased_progress = progress * progress;
// float eased_progress = sqrt(progress); // Alternative: ease-out
// float eased_progress = progress; // Alternative: linear
float base_radius = eased_progress * max_coverage_radius;
// --- Wobble Parameters ---
float angle = atan(p_centered.y, p_centered.x); // Angle of pixel from center
float spatial_freq = 7.0; // Number of wobbles around circumference
float wobble_anim_speed = 10.0; // How fast wobbles change with progress
// Wobble amplitude (as a factor of base_radius), decreases as reveal completes
float wobble_amplitude_factor = 0.15 * (1.0 - eased_progress * 0.7);
// Wobble animation phase based on progress
float wobble_phase = progress * wobble_anim_speed;
float radius_offset = sin(angle * spatial_freq + wobble_phase) *
base_radius * wobble_amplitude_factor;
float effective_radius = base_radius + radius_offset;
// --- SDF Calculation (Circle) ---
// Distance from current pixel to the center of the coordinate system (p_centered)
float dist_from_center = length(p_centered);
// SDF value: negative inside the shape, positive outside
float sdf_value = dist_from_center - effective_radius;
// --- Alpha Masking ---
float edge_softness = 15.0; // Softness of the mask edge in pixels
// Create mask: 1.0 inside (visible), 0.0 outside (transparent)
// smoothstep transitions from 0 to 1 as sdf_value goes from 0 to edge_softness
// So, for sdf_value < 0 (inside), mask is 1.0.
// For sdf_value > edge_softness (far outside), mask is 0.0.
float mask = 1.0 - smoothstep(0.0, edge_softness, sdf_value);
c.a *= mask; // Apply the mask to the original alpha
return c;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
c = default_post_processing(c);
float opacity = opacity_threshold(c.w);
if (opacity == 0.0)
{
return c;
}
vec4 anim_c = anim(opacity);
if (anim_c.w < max_opacity)
{
return vec4(0);
}
return default_post_processing(anim_c);
}

View file

@ -0,0 +1,33 @@
#version 430
// Source: https://github.com/yshui/picom/issues/295#issuecomment-592077997
in vec2 texcoord;
uniform float opacity;
uniform bool invert_color;
uniform sampler2D tex;
uniform float time;
ivec2 window_size = textureSize(tex, 0);
float amt = 10000.0;
vec4 default_post_processing(vec4 c);
vec4 window_shader() {
float pct = mod(time, amt) / amt * 1000;
float factor = float(max(window_size.x, window_size.y));
pct *= factor / 150.0;
vec2 pos = texcoord;
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
if (pos.x + pos.y < pct * 4.0 && pos.x + pos.y > pct * 4.0 - .5 * pct
|| pos.x + pos.y < pct * 4.0 - .8 * pct && pos.x + pos.y > pct * 3.0)
c *= vec4(2, 2, 2, 1);
if (invert_color)
c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
c *= opacity;
return default_post_processing(c);
}

View file

@ -0,0 +1,58 @@
#version 330
in vec2 texcoord; // texture coordinate of the fragment
uniform sampler2D tex; // texture of the window
ivec2 window_size = textureSize(tex, 0); // Size of the window
ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
uniform float shadow_cutoff = 1; // How "early" the shadow starts affecting
// pixels close to the edges
// I'd keep this value very close to 1
uniform int shadow_intensity = 3; // Intensity level of the shadow effect (from 1 to 5)
// Default window post-processing:
// 1) invert color
// 2) opacity / transparency
// 3) max-brightness clamping
// 4) rounded corners
vec4 default_post_processing(vec4 c);
// Darkens a pixels near the edges
vec4 calc_opacity(vec4 color, vec2 coords)
{
// If shadow intensity is 0, change nothing
if (shadow_intensity == 0)
{
return color;
}
// Get how far the coords are from the center
vec2 distances_from_center = abs(window_center - coords);
// Darken pixels close to the edges of the screen in a polynomial fashion
float opacity = 1;
opacity *= -pow((distances_from_center.y/window_center.y)*shadow_cutoff,
(5/shadow_intensity)*2)+1;
opacity *= -pow((distances_from_center.x/window_center.x)*shadow_cutoff,
(5/shadow_intensity)*2)+1;
color.w *= opacity;
color.w = max(1 - color.w, 0.8);
return color;
}
// Default window shader:
// 1) fetch the specified pixel
// 2) apply default post-processing
vec4 window_shader() {
vec4 c = texelFetch(tex, ivec2(texcoord), 0);
if (c.x +c.y + c.z < 0.6)
{
c.w = 1;
c = calc_opacity(c,texcoord);
}
return default_post_processing(c);
}

View file

@ -4,7 +4,6 @@ offsety = 24
[color]
bg = #191919
bga = #C0191919
fg4= #f58d44
fg2 = #5f819d
fg3 = #707880
@ -15,52 +14,78 @@ fg1 = #fefefe
monitor = ${env:MONITOR}
enable-ipc = true
font-0 = mononoki:style=Regular:pixelsize=11;3
font-1 = mononoki:style=Regular:pixelsize=15;4
font-2 = mononoki:style=Regular:pixelsize=19;5
font-3 = mononoki:style=Regular:pixelsize=11;3
font-4 = MesloLGM Nerd Font Mono:style=Regular:pixelsize=14;2
font-5 = Noto Sans Mono CJK TC:style=Medium,Regular;pixelsize=10;2
font-0 = FiraMono Nerd Font:style=Regular,size=10;3
font-1 = MesloLGM Nerd Font Mono:style=Regular:pixelsize=14;3
font-2 = Noto Sans Mono CJK TC:style=Medium,Regular;pixelsize=10;3
height = 25
background = ${color.bga}
height = 32
module-margin = 1
wm-restack = bspwm
radius = 0
foreground = ${color.fg1}
padding-right = 1
[bar/wsonly]
inherit = bar/base
width = 100%
modules-left = workspaces
modules-right = time
[bar/ws]
inherit = bar/base
width = 2510
offset-x = 25
offset-y = 10
modules-left = workspaces xwindow
modules-right = mpd temperature memory network battery pulseaudio microphone time
tray-position = right
background = ${color.bga}
background = ${color.bg}
border-size = 0
border-color = ${color.fg3}
fg = ${color.fg1}
offset-y = 16
padding-right = 1
[bar/time]
inherit = bar/base
modules-center = time
width = 86
[bar/time1920]
inherit = bar/time
offset-x = 1792
[bar/time1080]
inherit = bar/time
offset-x = 952
[bar/time2560]
inherit = bar/time
offset-x = 2432
[bar/ws]
inherit = bar/base
width = 248
offset-x = 32
modules-left = workspaces
tray-position = right
[bar/right]
inherit = bar/base
width = 420
modules-center = temperature memory network battery pulseaudio vpn microphone
tray-position = right
padding = 1
[bar/right2560]
inherit = bar/right
offset-x = 1980
[bar/right1920]
inherit = bar/right
offset-x = 1340
[module/wsnumber]
type = custom/scrip80
exec = bspc query -D -d focused --names
tail = true
interval = 0
format = "<label>"
format-foreground = ${color.background}
format-background = ${color.colorlb}
format-padding = 0
[bar/mpd]
inherit = bar/base
width = 250
fixed-center = true
modules-right = mpdctrls
modules-left = mpdsong
padding = 1
[bar/mpd2560]
inherit = bar/mpd
offset-x = 1698
[bar/mpd1920]
inherit = bar/mpd
offset-x = 1058
[module/xwindow]
type = internal/xwindow
@ -75,16 +100,15 @@ enable-click = true
enable-scroll = true
format = <label-state>
format-padding = 0
label-monitor = %name%
label-active = %{T2}雷%{T-}
label-active-padding = 1
label-occupied = %{T2}ﲭ%{T-}
label-monitor = %name%
label-active = %{T2}%{T-}
label-active-padding = 1
label-occupied = %{T2}%{T-}
label-occupied-padding = 1
label-empty = %{T2}%{T-}
label-empty = %{T2}%{T-}
label-empty-padding = 1
label-urgent = %{T2}ﲭ%{T-}
label-urgent-padding = 1
label-urgent = %{T2}%{T-}
label-urgent-padding = 1
[module/time]
@ -92,18 +116,28 @@ type = internal/date
interval = 10
time = "%H:%M"
date = "%d %b"
label = %{T2}%{T-} %time%
label = %{T2}%{T-} %time%
label-padding = 0
[module/mpd]
[module/mpdctrls]
type = internal/mpd
host = 127.0.0.1
port = 6600
format-online = <icon-prev> <toggle> <icon-next>
icon-play = 
icon-pause = 
icon-prev = 
icon-next = 
[module/mpdprogress]
type = internal/mpd
host = 127.0.0.1
port = 6600
format-online = <label-song> <icon-prev> <toggle> <icon-next> <bar-progress>
label-song = %title%
format-online = <bar-progress>
bar-progress-width = 12
bar-progress-width = 13
bar-progress-indicator = |
bar-progress-fill = ─
bar-progress-empty = ─
@ -112,14 +146,13 @@ format-online-padding = 0
format-offline-padding = 0
label-song-maxlen = 80
label-song-ellipsis = true
icon-play = 
bar-empty = ─
icon-pause = 
icon-prev = 
icon-next = 
[module/mpdsong]
type = custom/script
exec = ~/.scripts/mpd-zscroll
tail = true
interval = 0.3
[module/pulseaudio]
@ -130,15 +163,15 @@ label-volume = %percentage:3:3%%
use-ui-max = false
interval = 3
ramp-volume-0 = ""
ramp-volume-1 = ""
ramp-volume-2 = ""
ramp-volume-0 = "󰕿"
ramp-volume-1 = "󰖀"
ramp-volume-2 = "󰕾"
label-muted = "%{T3} %{T-}--%"
label-muted = "%{T3}󰝟 %{T-}--%"
[module/microphone]
type = custom/script
exec = amixer get Capture | tail -2 | grep -q off && echo "" || echo ""
exec = amixer get Capture | tail -2 | grep -q off && echo " " || echo " "
interval = 1
click-left = $HOME/.scripts/toggle-mute.sh
@ -198,10 +231,16 @@ interface = wlan0
udspeed-minwidth = 5
accumulate-stats = true
unknown-as-up = true
format-connected = <label-connected>
format-connected = <ramp-signal>
format-disconnected = <label-disconnected>
format-packetloss = <label-connected>
format-packetloss = 󰤫
label-connected = 
ramp-signal-0 = 󰤯
ramp-signal-1 = 󰤟
ramp-signal-2 = 󰤢
ramp-signal-3 = 󰤥
ramp-signal-4 = 󰤨
label-disconnected = 󰤯

View file

@ -13,9 +13,26 @@ while pgrep -u $UID -x polybar >/dev/null; do sleep 0.1; done
polybar -m | while read -r mon; do
export MONITOR=$(echo $mon | cut -d: -f1)
width="$(echo $mon | cut -d' ' -f2 | cut -dx -f1)"
w=1920
case "$width" in
1920) w=1920
;;
1080) w=1080
;;
2560) w=2560
;;
*) w=1920
esac
echo $mon | grep -q "(primary)" && {
polybar ws &
polybar time$w &
polybar right$w &
polybar mpd$w &
} || {
polybar wsonly &
polybar ws &
polybar time$w &
}
done

View file

@ -13,24 +13,26 @@
alternate-urgent-background: @background2;
alternate-urgent-foreground: @foreground;
selected-active-background: @foreground2;
selected-active-background: @foreground3;
selected-active-foreground: @background;
selected-normal-background: @foreground2;
selected-normal-background: @foreground3;
selected-normal-foreground: @background;
selected-urgent-background: @foreground2;
selected-urgent-background: @foreground3;
selected-urgent-foreground: @background;
text-color: @foreground;
border-color: @foreground;
background-color: #00000000;
background: #191919e0;
background2: #19191900;
background: #191919;
background2: #191919;
background3: #282a2e;
foreground: #fefefe;
foreground2: #c5c8c6;
spacing: 2;
foreground3: #373b41;
spacing: 4;
font: "mononoki 12";
font: "FiraMono Nerd Font 12";
}
#window {
@ -61,7 +63,7 @@
#textbox-prompt-colon {
expand: false;
str: ":";
str: "";
margin: 0px 0.3em 0em 0em;
text-color: @normal-foreground;
}
@ -75,9 +77,14 @@
padding: 2px 0px 0px;
}
element-text, element-icon {
background-color: inherit;
text-color: inherit;
}
#element {
border: 0;
padding: 1px;
padding: 6px;
}
#element.normal.normal {

View file

@ -149,5 +149,5 @@ configuration {
/* me-accept-entry: "MouseDPrimary";*/
/* me-accept-custom: "Control+MouseDPrimary";*/
}
@theme "colors-rofi-dark"
@theme "colors"

174
config/rofi/launcher.rasi Normal file
View file

@ -0,0 +1,174 @@
/**
*
* Author : Aditya Shakya (adi1090x)
* Github : @adi1090x
*
* Rofi Theme File
* Rofi Version: 1.7.3
**/
/*****----- Configuration -----*****/
configuration {
modi: "drun";
show-icons: true;
display-drun: "";
drun-display-format: "{name}";
}
/*****----- Global Properties -----*****/
@import "colors.rasi"
/*****----- Main Window -----*****/
window {
transparency: "real";
location: center;
anchor: center;
fullscreen: false;
width: 1000px;
x-offset: 0px;
y-offset: 0px;
enabled: true;
margin: 0px;
padding: 0px;
border: 0px solid;
border-radius: 0px;
border-color: @selected;
background-color: @background;
cursor: "default";
}
/*****----- Main Box -----*****/
mainbox {
enabled: true;
spacing: 20px;
margin: 0px;
padding: 40px;
border: 0px solid;
border-radius: 0px 0px 0px 0px;
border-color: @selected;
background-color: transparent;
children: [ "inputbar", "listview" ];
}
/*****----- Inputbar -----*****/
inputbar {
enabled: true;
spacing: 10px;
margin: 0px 500px 0px 0px;
padding: 12px;
border: 0px 0px 0px 4px;
border-radius: 0px 100% 100% 0px;
border-color: @selected;
background-color: @background-alt;
text-color: @foreground;
children: [ "prompt", "entry" ];
}
prompt {
enabled: true;
background-color: inherit;
text-color: inherit;
}
textbox-prompt-colon {
enabled: true;
expand: false;
str: "::";
background-color: inherit;
text-color: inherit;
}
entry {
enabled: true;
background-color: inherit;
text-color: inherit;
cursor: text;
placeholder: "Search";
placeholder-color: inherit;
}
/*****----- Listview -----*****/
listview {
enabled: true;
columns: 7;
lines: 3;
cycle: true;
dynamic: true;
scrollbar: false;
layout: vertical;
reverse: false;
fixed-height: true;
fixed-columns: true;
spacing: 10px;
margin: 0px;
padding: 0px;
border: 0px solid;
border-radius: 0px;
border-color: @selected;
background-color: transparent;
text-color: @foreground;
cursor: "default";
}
scrollbar {
handle-width: 5px ;
handle-color: @selected;
border-radius: 0px;
background-color: @background-alt;
}
/*****----- Elements -----*****/
element {
enabled: true;
spacing: 10px;
margin: 0px;
padding: 15px 10px;
border: 0px solid;
border-radius: 0px;
border-color: @selected;
background-color: transparent;
text-color: @foreground;
orientation: vertical;
cursor: pointer;
}
element normal.normal {
background-color: transparent;
text-color: @foreground;
}
element selected.normal {
border: 0px 0px 0px 4px;
border-radius: 0px;
border-color: @selected;
background-color: @background-alt;
text-color: @foreground;
}
element-icon {
background-color: transparent;
text-color: inherit;
size: 64px;
cursor: inherit;
}
element-text {
background-color: transparent;
text-color: inherit;
highlight: inherit;
cursor: inherit;
vertical-align: 0.5;
horizontal-align: 0.5;
}
/*****----- Message -----*****/
error-message {
padding: 40px;
border: 0px solid;
border-radius: 0px;
border-color: @selected;
background-color: black / 10%;
text-color: @foreground;
}
textbox {
background-color: transparent;
text-color: @foreground;
vertical-align: 0.5;
horizontal-align: 0.0;
highlight: none;
}

View file

@ -1,4 +1,5 @@
setxkbmap -option caps:backspace
xmodmap -e "clear Lock"
xterm -e "xinput list" &
exec bspwm

View file

@ -11,11 +11,14 @@ super + ctrl + alt + f
#Volume Control
{XF86AudioLowerVolume,super + Next}
amixer -D pulse sset Master 5%-
pactl set-sink-volume @DEFAULT_SINK@ -5%
{XF86AudioRaiseVolume,super + Prior}
amixer -D pulse sset Master 5%+
pactl set-sink-volume @DEFAULT_SINK@ +5%
{XF86AudioMute}
amixer -D pulse set Master 1+ toggle
pactl set-sink-mute @DEFAULT_SINK@ toggle
super + alt + ctrl + button{4,5}
pactl set-sink-volume @DEFAULT_SINK@ {+,-}1%
{_, super} + XF86MonBrightnessDown
light -U {10,1}
@ -25,12 +28,12 @@ super + ctrl + alt + f
super + r
rofi -show drun -show-icons
$HOME/.scripts/launcher
super + shift + r
rofi -show ssh -show-icons
super + ctrl + Tab
super + alt + Tab
rofi -show window
super + g
@ -75,6 +78,10 @@ super + i
super + semicolon
bspc rule -a \* -o state=floating && $TERMINAL -e pulsemixer
# xrandr switcher
super + apostrophe
$HOME/.scripts/xrandr.sh
# xkill
ctrl + alt + Escape
xkill
@ -109,18 +116,16 @@ super + ctrl + c
# stuff
super + ctrl + m
dmenu -p "i am stuff" | xargs /usr/bin/stuff
dmenu -p "i am stuff" | xargs /usr/local/bin/stuff
super + ctrl + n
dmenu -p "i am big chungus" | xargs /usr/bin/chungus
dmenu -p "i am big chungus" | xargs /usr/local/bin/chungus
super + ctrl + b
dmenu -p "eminem says" | xargs /usr/bin/local/eminem
super + ctrl + t
dmenu -p "toilet" | toilet --font mono12 | sed 's/ /_ _ /g' | xclip -selection clipboard
super + ctrl + b
dmenu -p "eminem says" | xargs /usr/bin/eminem
# memes
super + ctrl + alt + c
$HOME/.scripts/memeselector
# iocane
super + shift + Return

View file

@ -1,4 +1,4 @@
set viminfo+=n~/.config/vim/viminfo
"set viminfo+=~/.config/vim/viminfo
set runtimepath+=~/.config/vim,~/.config/vim/after
set autoindent
set wrap
@ -41,6 +41,10 @@ call plug#begin()
Plug 'preservim/nerdtree'
nnoremap <F5> :NERDTree<CR>
let NERDTreeMinimalUI=1
Plug 'ryanoasis/vim-devicons'
set encoding=UTF-8
Plug 'preservim/vim-markdown'
"let g:vim_markdown_math = 1
@ -107,19 +111,138 @@ endfunction
autocmd FileType python let b:coc_root_patterns = ['.git', '.env', '.']
Plug 'junegunn/fzf', { 'dir': '~/.fzf', 'do': './install --all' }
Plug 'junegunn/fzf.vim'
let g:fzf_cache_dir = '$HOME/.cache'
Plug 'yuki-yano/fzf-preview.vim'
Plug 'BurntSushi/ripgrep'
nnoremap <F6> :Files<CR>
nnoremap <F7> :Rg<CR>
nnoremap <F8> :Tags<CR>
nnoremap g] :call fzf#vim#tags(expand('<cword>'))<CR>
nnoremap <silent> <Leader>ag :Ag <C-R><C-W><CR>
Plug 'heavenshell/vim-pydocstring', { 'do': 'make install', 'for': 'python' }
Plug 'tpope/vim-fugitive'
Plug 'yggdroot/indentline'
"Plug 'yuttie/comfortable-motion.vim'
"noremap <silent> <ScrollWheelDown> :call comfortable_motion#flick(40)<CR>
"noremap <silent> <ScrollWheelUp> :call comfortable_motion#flick(-40)<CR>
let g:comfortable_motion_interval = 2000.0/60
let g:comfortable_motion_friction = 80.0
let g:comfortable_motion_air_drag = 2.0
Plug 'myusuf3/numbers.vim'
let g:numbers_exclude = ['tagbar', 'gundo', 'minibufexpl', 'nerdtree']
call plug#end()
highlight Pmenu ctermbg=black guibg=black ctermfg=white
hi TrailingWhitespace ctermbg=red guibg=red
call matchadd("TrailingWhitespace", '\v\s+$')
" ex command for toggling hex mode - define mapping if desired
command -bar Hexmode call ToggleHex()
" helper function to toggle hex mode
function ToggleHex()
" hex mode should be considered a read-only operation
" save values for modified and read-only for restoration later,
" and clear the read-only flag for now
let l:modified=&mod
let l:oldreadonly=&readonly
let &readonly=0
let l:oldmodifiable=&modifiable
let &modifiable=1
if !exists("b:editHex") || !b:editHex
" save old options
let b:oldft=&ft
let b:oldbin=&bin
" set new options
setlocal binary " make sure it overrides any textwidth, etc.
silent :e " this will reload the file without trickeries
"(DOS line endings will be shown entirely )
let &ft="xxd"
" set status
let b:editHex=1
" switch to hex editor
%!xxd
else
" restore old options
let &ft=b:oldft
if !b:oldbin
setlocal nobinary
endif
" set status
let b:editHex=0
" return to normal editing
%!xxd -r
endif
" restore values for modified and read only state
let &mod=l:modified
let &readonly=l:oldreadonly
let &modifiable=l:oldmodifiable
endfunction
" autocmds to automatically enter hex mode and handle file writes properly
if has("autocmd")
" vim -b : edit binary using xxd-format!
augroup Binary
au!
" set binary option for all binary files before reading them
au BufReadPre *.bin,*.hex setlocal binary
" if on a fresh read the buffer variable is already set, it's wrong
au BufReadPost *
\ if exists('b:editHex') && b:editHex |
\ let b:editHex = 0 |
\ endif
" convert to hex on startup for binary files automatically
au BufReadPost *
\ if &binary | Hexmode | endif
" When the text is freed, the next time the buffer is made active it will
" re-read the text and thus not match the correct mode, we will need to
" convert it again if the buffer is again loaded.
au BufUnload *
\ if getbufvar(expand("<afile>"), 'editHex') == 1 |
\ call setbufvar(expand("<afile>"), 'editHex', 0) |
\ endif
" before writing a file when editing in hex mode, convert back to non-hex
au BufWritePre *
\ if exists("b:editHex") && b:editHex && &binary |
\ let oldro=&ro | let &ro=0 |
\ let oldma=&ma | let &ma=1 |
\ silent exe "%!xxd -r" |
\ let &ma=oldma | let &ro=oldro |
\ unlet oldma | unlet oldro |
\ endif
" after writing a binary file, if we're in hex mode, restore hex mode
au BufWritePost *
\ if exists("b:editHex") && b:editHex && &binary |
\ let oldro=&ro | let &ro=0 |
\ let oldma=&ma | let &ma=1 |
\ silent exe "%!xxd" |
\ exe "set nomod" |
\ let &ma=oldma | let &ro=oldro |
\ unlet oldma | unlet oldro |
\ endif
augroup END
endif

View file

@ -1,6 +1,6 @@
#!/bin/sh
configurations="iocane bg bg.gif bspwm cava neofetch mpd mpv ncmpcpp vim sxhkd polybar compfy rofi user-dirs.dirs gtk-3.0 zathura sx mimeapps.list"
configurations="iocane bg bg.gif bspwm cava neofetch mpd mpv ncmpcpp vim sxhkd polybar compfy rofi user-dirs.dirs gtk-3.0 zathura sx mimeapps.list picom"
save () {

View file

@ -1,6 +1,6 @@
gtk-theme-name="vimix-vski"
gtk-icon-theme-name="Vimix-dark"
gtk-font-name="mononoki 10"
gtk-font-name="FiraMono Nerd Font 10"
gtk-cursor-theme-name="pixelfun3"
gtk-cursor-theme-size=24
gtk-toolbar-style=GTK_TOOLBAR_ICONS

13
misc/init.d/tunnel Executable file
View file

@ -0,0 +1,13 @@
#!/sbin/openrc-run
: ${user:="tor"}
name="tunnel"
command="/home/david/tunnel.sh"
command_background="true"
pidfile="/run/tunnel.pid"
depend() {
need sshd
}

10
misc/tunnel.sh Executable file
View file

@ -0,0 +1,10 @@
#!/bin/sh
while true; do
echo "digging a tunnel..."
/usr/bin/ssh -NT -i /home/david/.ssh/ovski_rsa -p 4522 \
-R 5069:localhost:5069 \
-R 6680:localhost:6680 \
-R 2022:localhost:22 \
vski@86.10.87.187
done

4
mkshrc
View file

@ -7,7 +7,7 @@ esac
export VIMINIT="source ~/.config/vim/vimrc"
export NVIMINIT="source ~/.config/vim/vimrc"
HISTFILE="$HOME/.mksh_history"
HISTFILE="/tmp/.mksh_history$$"
HISTSIZE=5000
if [ -x /usr/bin/dircolors ]; then
@ -55,4 +55,4 @@ parse_git_dirty() {
bind '^L=clear-screen'
export PS1="\${PWD/#\$HOME/\~}\`parse_git_branch\` > "
export PS1="\${PWD/#\$HOME/\~}\`parse_git_branch\` > [3 q"

View file

@ -1,4 +1,4 @@
export $(dbus-launch)
[ -n "$BASH_VERSION" ] && [ -f "$HOME/.bashrc" ] && . "$HOME/.bashrc"
[ -d "$HOME/bin" ] && PATH="$HOME/bin:$PATH"
@ -11,7 +11,7 @@ alias editor=vim
export TERMINAL="st"
export BROWSER="/usr/bin/firefox"
export FILE_MANAGER="/usr/bin/thunar"
export EMAIL_CLIENT="/usr/bin/claws-mail"
export EMAIL_CLIENT="/usr/bin/thunderbird"
export EDITOR="/usr/bin/vim"
export JAVA_HOME=/usr/lib/jvm/java-19-openjdk/

10
scripts/a Executable file
View file

@ -0,0 +1,10 @@
#!/bin/sh
printf "
|、
(˚ˎ。7
|、˜〵
じしˍ,)
"

10
scripts/aa Executable file
View file

@ -0,0 +1,10 @@
#!/bin/sh
printf "
へ ♡ |、
૮ - ՛) (\` - 7
/ ៸| |、⁻〵
乀(ˍ,ل ل じしˍ,)
"

19
scripts/color-test.sh Executable file
View file

@ -0,0 +1,19 @@
#!/bin/bash
#
# This file echoes a bunch of color codes to the terminal to demonstrate
# what's available. Each line is the color code of one forground color,
# out of 17 (default + 16 escapes), followed by a test use of that color
# on all nine background colors (default + 8 escapes).
#
T='gYw' # The test text
echo -e "\n 40m 41m 42m 43m 44m 45m 46m 47m";
for FGs in ' m' ' 1m' ' 30m' '1;30m' ' 31m' '1;31m' ' 32m' '1;32m' ' 33m' '1;33m' ' 34m' '1;34m' ' 35m' '1;35m' ' 36m' '1;36m' ' 37m' '1;37m';
do FG=${FGs// /}
echo -en " $FGs \033[$FG $T "
for BG in 40m 41m 42m 43m 44m 45m 46m 47m;
do echo -en "$EINS \033[$FG\033[$BG $T \033[0m\033[$BG \033[0m";
done
echo;
done
echo

View file

@ -12,13 +12,14 @@ if [ -n "$1" ]; then
if [[ "$WINDOW" =~ .*"$SUB".* ]]; then
xdotool key "ctrl+v"
else
xdotool key Shift+Insert
xdotool key "ctrl+v"
#xdotool key Shift+Insert
fi
# xdotool type --delay 1 $chosen
#xdotool type --delay 1 $chosen
# VAR=$(xclip -o)
# xdotool type $chosen
#xdotool type $chosen
else
notify-send "'$chosen' copied to clipboard." &
fi

8
scripts/launcher Executable file
View file

@ -0,0 +1,8 @@
#!/bin/sh
rasi="$HOME/.config/rofi/launcher.rasi"
## Run
rofi \
-show drun \
-theme $rasi

View file

@ -1,6 +0,0 @@
#!/bin/sh
FOLDER=/home/david/docs/proj/davidovski.xyz/f/meme
cd $FOLDER
xdotool type "https://davidovski.xyz/f/meme/$(ls -1 | dmenu)"

View file

@ -1,6 +1,29 @@
#!/bin/sh
selected=$(mpc -f "%title%[\t\t%artist%][\t\t%album%]\t\t%file%" listall | dmenu -i -p mpd)
[ "$selected" == "" ] && exit
file=$(printf "%s\n" "$selected" | rev | cut -f1 -d' ' | rev)
echo "$file"
mpc insert "$file"
#!/usr/bin/dash
format="<b>%title%</b>\t%artist%\t%album%\t%file%"
columns="$(mpc -f "$format" listall \
| column -t -s' ' \
-C title,width=10,trunc \
-C artist,width=10,trunc \
-C album,width=10,trunc \
-C file \
| sed 's/&/&amp;/g'
)"
np=$(printf "%s" "$columns" | grep "$(mpc -f '%title%' current)" | head -1)
echo "$np"
selected=$(
printf "%s" "$columns" | rofi -dmenu -i \
-multi-select \
-markup-rows \
-p " " \
-ballot-selected-str " " \
-ballot-unselected-str " " \
-select "$np"
)
[ -z "$selected" ] && exit
echo "$selected" | while read -r option; do
file=$(printf "%s\n" "$option" | awk -F' ' '{print $NF}' | sed 's/^\s*//g')
echo ${file}
mpc insert "$file"
done

10
scripts/mpd-zscroll Executable file
View file

@ -0,0 +1,10 @@
#!/bin/sh
if [ ! -z "$@" ]; then
mpc -f "%title%" current
else
zscroll -l 14 --before-text "󰎇 " --delay 0.2 \
--update-check true "$0 current" -p " " &
fi
wait

View file

@ -0,0 +1,19 @@
#!/bin/sh
info=/tmp/wminfo
xwininfo > /tmp/wminfo
geom=$(cat $info | grep "geometry" | cut -d' ' -f4)
width=$(cat $info | grep Width | cut -d' ' -f4)
height=$(cat $info | grep Height | cut -d' ' -f4)
size="${width}x${height}"
position=+$(echo $geom | cut -d'+' -f2- | sed "s/+/,/g")
filename=$(date +"$HOME/pics/screenshot/%F_%T.mp4")
echo $size and $position
ffmpeg -y -f x11grab -video_size $size -i $position -f pulse -i default $filename
rm $info

View file

@ -1,3 +1,3 @@
#!/bin/sh
GAP=25; bspc config window_gap | grep -q $GAP && bspc config window_gap 0 || bspc config window_gap $GAP
GAP=32; bspc config window_gap | grep -q $GAP && bspc config window_gap 0 || bspc config window_gap $GAP

4
scripts/toggle-mic.sh Executable file
View file

@ -0,0 +1,4 @@
#!/bin/sh
SOURCE=1
pactl list sources | grep -qi 'Mute: yes' && pactl set-source-mute $SOURCE false || pactl set-source-mute $SOURCE true

35
scripts/xrandr.sh Executable file
View file

@ -0,0 +1,35 @@
#!/bin/sh
all=$(xrandr | grep "connected" | cut -d' ' -f1 | paste -s -d' ')
available=$(xrandr | grep " connected" | cut -d' ' -f1 | paste -s -d' ')
set -- $available
printf "connected: "
printf "%s " $available
printf "\n"
printf "all: "
printf "%s " $all
printf "\n"
if [ "$1" == "eDP1" ]; then
# this is a laptop so awesome!
if [ "$#" != "1" ]; then
# ensure the main one is turned on yeah
xrandr --output eDP1 --mode 1920x1080 --pos 0x0 --rotate normal
# put the non main one to the left (assume its +1920 because im lazy)
xrandr --output "$2" --primary --mode 2560x1440 --pos 1920x0 --rotate normal
else
# ensure the main one is turned on yeah
xrandr --output eDP1 --primary --mode 1920x1080 --pos 0x0 --rotate normal
fi
#disconnect all the rest i think
for x in $all; do
echo disconnecting $x
case $available in
*"$x"*) ;;
*) xrandr --output "$x" --off
esac
done
fi

10
scripts/z Executable file
View file

@ -0,0 +1,10 @@
#!/bin/sh
printf "
\e[1;36mZzzzz \e[0;33m|\ _,,,--,,_
/\e[1;37m,\e[0;33m \`.-'\`' ._ \-;;,
|\e[1;37m,3\e[0;33m- \e[0;33m) )_ .;.( \e[0;33m\`'-'
\e[0;33m '---''(_/._)-'(_\_) \e[0;m
"

View file

@ -73,3 +73,7 @@ passthrough_enable () {
}
alias links="links -g -html-g-text-color 0xfefefe -html-g-background-color 0x191919 -font /home/david/.fonts/ttf-mononoki/mononoki-Regular.ttf"
alias weechat="weechat -d ~/.weechat"
alias glibc="LANG=en_US.UTF-8 bwrap --bind /var/chroots/debian / --dev-bind /dev /dev --proc /proc --bind /sys /sys --bind /run /run --bind /home /home --ro-bind /etc/resolv.conf /etc/resolv.conf --ro-bind /etc/passwd /etc/passwd --ro-bind /etc/group /etc/group"
alias glibcX11="xhost + local: ; LANG=en_US.UTF-8 bwrap --bind /var/chroots/debian / --dev-bind /dev /dev --proc /proc --bind /sys /sys --bind /run /run --bind /home /home --ro-bind /etc/resolv.conf /etc/resolv.conf --ro-bind /etc/passwd /etc/passwd --ro-bind /etc/group /etc/group --bind /tmp/.X11-unix/X1 /tmp/.X11-unix/X1 --setenv DISPLAY $DISPLAY --ro-bind \"${XDG_RUNTIME_DIR}/pulse\" \"${XDG_RUNTIME_DIR}/pulse\" "

File diff suppressed because it is too large Load diff

View file

@ -6,6 +6,7 @@ wd="$HOME/.local/src/st"
rm -rf "$wd"
git clone https://git.suckless.org/st "$wd"
git -C "$wd" checkout 9846a56bd7fdc86bf788db04bbbcbde7b7eb9952
patch -d "$wd" -p1 -i $(realpath davidovski.patch)