diff --git a/picom/.config/picom-shaders/catppuccin.glsl b/picom/.config/picom-shaders/catppuccin.glsl deleted file mode 100644 index e354683..0000000 --- a/picom/.config/picom-shaders/catppuccin.glsl +++ /dev/null @@ -1,65 +0,0 @@ -// The Nord colorscheme is used by default, -// but you can make your own by changing `colors` - -uniform float opacity; -uniform float time; -uniform bool invert_color; -uniform sampler2D tex; - -float sin_rand() { - return sin(gl_FragCoord.x + cos(gl_FragCoord.y)); -} - -float random(float seedChange) { - vec2 seed = gl_FragCoord.xy + sin(seedChange); - return fract(dot(vec2(sin(mod(seed.x / cos(seed.y), 5.0) * 10000.0)), vec2(1.1, 12.2))); -} - -void main() { - vec4 c = texture2D(tex, gl_TexCoord[0].xy); - vec4 d = c; - vec3 colors[16]; - colors[0 ] = vec3(0.286,0.302,0.392); - colors[1 ] = vec3(0.929,0.529,0.588); - colors[2 ] = vec3(0.651,0.855,0.584); - colors[3 ] = vec3(0.933,0.831,0.624); - colors[4 ] = vec3(0.541,0.678,0.957); - colors[5 ] = vec3(0.961,0.741,0.902); - colors[6 ] = vec3(0.545,0.835,0.792); - colors[7 ] = vec3(0.722,0.753,0.878); - colors[8 ] = vec3(0.357,0.376,0.471); - colors[9 ] = vec3(0.926,0.529,0.588); - colors[10] = vec3(0.651,0.855,0.584); - colors[11] = vec3(0.933,0.831,0.624); - colors[12] = vec3(0.541,0.678,0.957); - colors[13] = vec3(0.961,0.741,0.902); - colors[14] = vec3(0.545,0.835,0.792); - colors[15] = vec3(0.647,0.678,0.796); - - float mindist = 100.0; - int minind = 0; - float mindist2 = 100.0; - int minind2 = 0; - for (int i = 0; i < 16; i++) { - float dist = length(c.xyz - colors[i]); - if (dist < mindist) { - mindist2 = mindist; - mindist = dist; - minind2 = minind; - minind = i; - } - } - float ratio = mindist / (mindist + mindist2); - float r = random(1.0) * 0.4 + 0.25; - if (r > ratio) - c.xyz = colors[minind]; - else - c.xyz = colors[minind2]; - - c.xyz = mix(mix(colors[minind], colors[minind2], ratio), c.xyz, 0.5); - - if (invert_color) - c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a); - c *= opacity; - gl_FragColor = vec4(c); -} diff --git a/picom/.config/picom-shaders/nordify.glsl b/picom/.config/picom-shaders/nordify.glsl deleted file mode 100644 index 05630b4..0000000 --- a/picom/.config/picom-shaders/nordify.glsl +++ /dev/null @@ -1,65 +0,0 @@ -// The Nord colorscheme is used by default, -// but you can make your own by changing `colors` - -uniform float opacity; -uniform float time; -uniform bool invert_color; -uniform sampler2D tex; - -float sin_rand() { - return sin(gl_FragCoord.x + cos(gl_FragCoord.y)); -} - -float random(float seedChange) { - vec2 seed = gl_FragCoord.xy + sin(seedChange); - return fract(dot(vec2(sin(mod(seed.x / cos(seed.y), 5.0) * 10000.0)), vec2(1.1, 12.2))); -} - -void main() { - vec4 c = texture2D(tex, gl_TexCoord[0].xy); - vec4 d = c; - vec3 colors[16]; - colors[0 ] = vec3(0.18 ,0.204,0.251); - colors[1 ] = vec3(0.231,0.259,0.322); - colors[2 ] = vec3(0.263,0.298,0.369); - colors[3 ] = vec3(0.298,0.337,0.416); - colors[4 ] = vec3(0.847,0.871,0.914); - colors[5 ] = vec3(0.898,0.914,0.941); - colors[6 ] = vec3(0.925,0.937,0.957); - colors[7 ] = vec3(0.561,0.737,0.733); - colors[8 ] = vec3(0.533,0.753,0.816); - colors[9 ] = vec3(0.506,0.631,0.757); - colors[10] = vec3(0.369,0.506,0.675); - colors[11] = vec3(0.749,0.38 ,0.416); - colors[12] = vec3(0.816,0.529,0.439); - colors[13] = vec3(0.922,0.796,0.545); - colors[14] = vec3(0.639,0.745,0.549); - colors[15] = vec3(0.706,0.557,0.678); - - float mindist = 100.0; - int minind = 0; - float mindist2 = 100.0; - int minind2 = 0; - for (int i = 0; i < 16; i++) { - float dist = length(c.xyz - colors[i]); - if (dist < mindist) { - mindist2 = mindist; - mindist = dist; - minind2 = minind; - minind = i; - } - } - float ratio = mindist / (mindist + mindist2); - float r = random(1.0) * 0.4 + 0.25; - if (r > ratio) - c.xyz = colors[minind]; - else - c.xyz = colors[minind2]; - - c.xyz = mix(mix(colors[minind], colors[minind2], ratio), c.xyz, 0.5); - - if (invert_color) - c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a); - c *= opacity; - gl_FragColor = vec4(c); -} diff --git a/picom/.config/picom-shaders/swizzle.glsl b/picom/.config/picom-shaders/swizzle.glsl deleted file mode 100644 index 10e1a22..0000000 --- a/picom/.config/picom-shaders/swizzle.glsl +++ /dev/null @@ -1,33 +0,0 @@ -#version 130 -#extension GL_ARB_shading_language_420pack: enable - -#define CYCLE 5000 // The amount of miliseconds it takes to do a full "loop" around all the colors. - -uniform float opacity; -uniform bool invert_color; -uniform sampler2D tex; -uniform float time; - -float get_decimal_part(float f) { - return f - int(f); -} - -float snap0(float f) { - return (f < 0) ? 0 : f; -} - -void main() { - vec4 c = texture2D(tex, gl_TexCoord[0].xy); - float f = get_decimal_part(time / CYCLE); - - gl_FragColor.a = 1; - - float p[3] = { - snap0(0.33 - abs(f - 0.33)) * 4, - snap0(0.33 - abs(f - 0.66)) * 4, - snap0(0.33 - abs(f - 1.00)) * 4 + snap0(0.33 - abs(f - 0.0)) * 4 - }; - gl_FragColor.r = p[0] * c.r + p[1] * c.g + p[2] * c.b; - gl_FragColor.g = p[2] * c.r + p[0] * c.g + p[1] * c.b; - gl_FragColor.b = p[1] * c.r + p[2] * c.g + p[0] * c.b; -} diff --git a/picom/.config/picom/black_to_transparent.frag b/picom/.config/picom/black_to_transparent.frag index 7d71c1f..731908c 100644 --- a/picom/.config/picom/black_to_transparent.frag +++ b/picom/.config/picom/black_to_transparent.frag @@ -17,5 +17,6 @@ vec4 window_shader() { if (invert_color) c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a); c *= opacity; + vec4 default_post_processing(vec4 c); return c; } diff --git a/picom/.config/picom/green_to_jerma.frag b/picom/.config/picom/green_to_jerma.frag new file mode 100644 index 0000000..731908c --- /dev/null +++ b/picom/.config/picom/green_to_jerma.frag @@ -0,0 +1,22 @@ +#version 330 +in vec2 texcoord; +uniform float opacity; +uniform bool invert_color; +uniform sampler2D tex; + +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + { + // Change vec4(1.0, 1.0, 1.0, 1.0) to your desired color + vec4 vdiff = abs(vec4(0.0, 0.0, 0.0, 1.0) - c); + float diff = max(max(max(vdiff.r, vdiff.g), vdiff.b), vdiff.a); + // Change 0.8 to your desired opacity + if (diff < 0.001) + c *= 0; + } + if (invert_color) + c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a); + c *= opacity; + vec4 default_post_processing(vec4 c); + return c; +} diff --git a/picom/.config/picom/picom.conf b/picom/.config/picom/picom.conf index 10dffdf..83d626b 100644 --- a/picom/.config/picom/picom.conf +++ b/picom/.config/picom/picom.conf @@ -132,7 +132,7 @@ focus-exclude = [ "class_g = 'Cairo-clock'" ]; # Sets the radius of rounded window corners. When > 0, the compositor will # round the corners of windows. Does not interact well with # `transparent-clipping`. -corner-radius = 3 +corner-radius = 9 # Exclude conditions for rounded corners. rounded-corners-exclude = [ @@ -169,11 +169,11 @@ opacity-rule = [ # Exclude conditions for background blur. # blur-background-exclude = [] -blur-background-exclude = [ - "window_type = 'dock'", - "window_type = 'desktop'", - "_GTK_FRAME_EXTENTS@:c" -]; +#blur-background-exclude = [ +# "window_type = 'dock'", +# "window_type = 'desktop'", +# "_GTK_FRAME_EXTENTS@:c" +#]; ################################# # General Settings # @@ -298,7 +298,13 @@ use-damage = true; # to opacity-rule. SHADER_PATH can be "default". This overrides window-shader-fg. # window-shader-fg-rule = [ - "black_to_transparent.frag:class_g = 'stalonetray'" + "black_to_transparent.frag:class_g = 'stalonetray'", + "black_to_transparent.frag:class_g = 'Minecraft 1.7.10'", + "black_to_transparent.frag:focused = true", + "black_to_transparent.frag:focused != true", + #"sphere.glsl:focused != true" + #"nordify.glsl:class_g = 'miru'" + ] # Force all windows to be painted with blending. Useful if you diff --git a/picom/.config/picom/sphere.glsl b/picom/.config/picom/sphere.glsl new file mode 100644 index 0000000..dee4b0f --- /dev/null +++ b/picom/.config/picom/sphere.glsl @@ -0,0 +1,372 @@ +#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, 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 + vec2 cam_coords = intersection.xy; + + // Square window trickery + 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 dimmed pixel with the window's border color + if (cam_coords.x >=window_size.x-1 || + cam_coords.y >=window_size.y-1 || + cam_coords.x <=0 || cam_coords.y <=0) + { + cam_coords.x = 0; + cam_coords.y = window_center.y; + vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0); + pixel *= 0.5; + return pixel; + } + + // 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; + + // Following the sphere EQ (with Y axis as center) + // x^2 + y^2 + z^2 = r^2 + float r = min(window_size.x, window_size.y)/(PI/2); + + // Then there's a line going from our focal point to the cylinder + // 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) and z(t) in the cylinder EQ + // Solving for t we get a cuadratic EQ which we solve with the + // cuadratic formula: + + // We calculate focal vector and focal point values squared + // to avoid redundancy + vec3 fvsqr; + vec3 fpsqr; + + fvsqr.x = pow(focal_vector.x,2); + fvsqr.y = pow(focal_vector.y,2); + fvsqr.z = pow(focal_vector.z,2); + + fpsqr.x = pow(camera.focal_point.x,2); + fpsqr.y = pow(camera.focal_point.y,2); + fpsqr.z = pow(camera.focal_point.z,2); + + // Coeficients of our EQ + float a = fvsqr.x + fvsqr.y + fvsqr.z; + float b = 2*(camera.focal_point.x*focal_vector.x + +camera.focal_point.y*focal_vector.y + +camera.focal_point.z*focal_vector.z); + float c = fpsqr.x + fpsqr.y + fpsqr.z - pow(r,2); + + // If there are no real roots, then there's no intersection and we + // return an empty pixel + float formulasqrt = pow(b,2)-4*a*c; + if (formulasqrt < 0) + { + return vec4(0); + } + + vec2 t[2]; // A float should be used for this instead, but the shader + // isn't rendered correctly when I use a float + // Cursed, but it works + + // Solve with general formula + t[0].x = (-b + sqrt(formulasqrt))/(2*a); + t[1].x = (-b - sqrt(formulasqrt))/(2*a); + t[0].y = 0; + t[1].y = 0; + + + // 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, + camera, + focal_vector); + 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)); +}