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