mirror of
https://github.com/VectorKappa/dotfiles.git
synced 2025-12-19 00:06:12 +01:00
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4 Commits
a5bad7e690
...
6c004643c2
| Author | SHA1 | Date | |
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6c004643c2
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a15aead8bf
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788215bb0f
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f3d000b8b2
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@@ -4,7 +4,7 @@ export GTK2_RC_FILES="$HOME/.gtkrc-2.0" &
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xrdb merge .Xresources &
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## Wallpaper fallback
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sh ~/.fehbg &
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dash ~/.fehbg &
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## Wallpaper changer
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variety &
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@@ -1,4 +1,4 @@
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#! /bin/sh
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#!/bin/dash
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gap=7
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PANEL_HEIGHT=27
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DOCK_WIDTH=24
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@@ -115,8 +115,8 @@ autogap &
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#Keybindings daemon
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sxhkd &
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wmname LG3D;
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export _JAVA_AWT_WM_NONREPARENTING=1;
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#wmname LG3D;
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#export _JAVA_AWT_WM_NONREPARENTING=1;
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#Source autostartfile. Uncomment this if you use bspwm-git
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. $HOME/.config/bspwm/autostart > /tmp/bspwm-autostart.log 2>&1
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65
picom/.config/picom-shaders/catppuccin.glsl
Normal file
65
picom/.config/picom-shaders/catppuccin.glsl
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@@ -0,0 +1,65 @@
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// The Nord colorscheme is used by default,
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// but you can make your own by changing `colors`
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uniform float opacity;
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uniform float time;
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uniform bool invert_color;
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uniform sampler2D tex;
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float sin_rand() {
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return sin(gl_FragCoord.x + cos(gl_FragCoord.y));
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}
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float random(float seedChange) {
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vec2 seed = gl_FragCoord.xy + sin(seedChange);
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return fract(dot(vec2(sin(mod(seed.x / cos(seed.y), 5.0) * 10000.0)), vec2(1.1, 12.2)));
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}
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void main() {
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vec4 c = texture2D(tex, gl_TexCoord[0].xy);
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vec4 d = c;
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vec3 colors[16];
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colors[0 ] = vec3(0.286,0.302,0.392);
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colors[1 ] = vec3(0.929,0.529,0.588);
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colors[2 ] = vec3(0.651,0.855,0.584);
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colors[3 ] = vec3(0.933,0.831,0.624);
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colors[4 ] = vec3(0.541,0.678,0.957);
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colors[5 ] = vec3(0.961,0.741,0.902);
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colors[6 ] = vec3(0.545,0.835,0.792);
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colors[7 ] = vec3(0.722,0.753,0.878);
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colors[8 ] = vec3(0.357,0.376,0.471);
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colors[9 ] = vec3(0.926,0.529,0.588);
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colors[10] = vec3(0.651,0.855,0.584);
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colors[11] = vec3(0.933,0.831,0.624);
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colors[12] = vec3(0.541,0.678,0.957);
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colors[13] = vec3(0.961,0.741,0.902);
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colors[14] = vec3(0.545,0.835,0.792);
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colors[15] = vec3(0.647,0.678,0.796);
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float mindist = 100.0;
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int minind = 0;
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float mindist2 = 100.0;
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int minind2 = 0;
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for (int i = 0; i < 16; i++) {
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float dist = length(c.xyz - colors[i]);
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if (dist < mindist) {
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mindist2 = mindist;
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mindist = dist;
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minind2 = minind;
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minind = i;
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}
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}
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float ratio = mindist / (mindist + mindist2);
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float r = random(1.0) * 0.4 + 0.25;
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if (r > ratio)
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c.xyz = colors[minind];
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else
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c.xyz = colors[minind2];
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c.xyz = mix(mix(colors[minind], colors[minind2], ratio), c.xyz, 0.5);
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if (invert_color)
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c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
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c *= opacity;
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gl_FragColor = vec4(c);
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}
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65
picom/.config/picom-shaders/nordify.glsl
Normal file
65
picom/.config/picom-shaders/nordify.glsl
Normal file
@@ -0,0 +1,65 @@
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// The Nord colorscheme is used by default,
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// but you can make your own by changing `colors`
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uniform float opacity;
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uniform float time;
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uniform bool invert_color;
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uniform sampler2D tex;
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float sin_rand() {
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return sin(gl_FragCoord.x + cos(gl_FragCoord.y));
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}
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float random(float seedChange) {
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vec2 seed = gl_FragCoord.xy + sin(seedChange);
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return fract(dot(vec2(sin(mod(seed.x / cos(seed.y), 5.0) * 10000.0)), vec2(1.1, 12.2)));
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}
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void main() {
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vec4 c = texture2D(tex, gl_TexCoord[0].xy);
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vec4 d = c;
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vec3 colors[16];
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colors[0 ] = vec3(0.18 ,0.204,0.251);
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colors[1 ] = vec3(0.231,0.259,0.322);
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colors[2 ] = vec3(0.263,0.298,0.369);
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colors[3 ] = vec3(0.298,0.337,0.416);
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colors[4 ] = vec3(0.847,0.871,0.914);
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colors[5 ] = vec3(0.898,0.914,0.941);
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colors[6 ] = vec3(0.925,0.937,0.957);
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colors[7 ] = vec3(0.561,0.737,0.733);
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colors[8 ] = vec3(0.533,0.753,0.816);
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colors[9 ] = vec3(0.506,0.631,0.757);
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colors[10] = vec3(0.369,0.506,0.675);
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colors[11] = vec3(0.749,0.38 ,0.416);
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colors[12] = vec3(0.816,0.529,0.439);
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colors[13] = vec3(0.922,0.796,0.545);
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colors[14] = vec3(0.639,0.745,0.549);
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colors[15] = vec3(0.706,0.557,0.678);
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float mindist = 100.0;
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int minind = 0;
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float mindist2 = 100.0;
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int minind2 = 0;
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for (int i = 0; i < 16; i++) {
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float dist = length(c.xyz - colors[i]);
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if (dist < mindist) {
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mindist2 = mindist;
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mindist = dist;
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minind2 = minind;
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minind = i;
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}
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}
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float ratio = mindist / (mindist + mindist2);
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float r = random(1.0) * 0.4 + 0.25;
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if (r > ratio)
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c.xyz = colors[minind];
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else
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c.xyz = colors[minind2];
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c.xyz = mix(mix(colors[minind], colors[minind2], ratio), c.xyz, 0.5);
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if (invert_color)
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c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
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c *= opacity;
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gl_FragColor = vec4(c);
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}
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33
picom/.config/picom-shaders/swizzle.glsl
Normal file
33
picom/.config/picom-shaders/swizzle.glsl
Normal file
@@ -0,0 +1,33 @@
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#version 130
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#extension GL_ARB_shading_language_420pack: enable
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#define CYCLE 5000 // The amount of miliseconds it takes to do a full "loop" around all the colors.
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uniform float opacity;
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uniform bool invert_color;
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uniform sampler2D tex;
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uniform float time;
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float get_decimal_part(float f) {
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return f - int(f);
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}
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float snap0(float f) {
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return (f < 0) ? 0 : f;
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}
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void main() {
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vec4 c = texture2D(tex, gl_TexCoord[0].xy);
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float f = get_decimal_part(time / CYCLE);
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gl_FragColor.a = 1;
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float p[3] = {
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snap0(0.33 - abs(f - 0.33)) * 4,
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snap0(0.33 - abs(f - 0.66)) * 4,
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snap0(0.33 - abs(f - 1.00)) * 4 + snap0(0.33 - abs(f - 0.0)) * 4
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};
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gl_FragColor.r = p[0] * c.r + p[1] * c.g + p[2] * c.b;
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gl_FragColor.g = p[2] * c.r + p[0] * c.g + p[1] * c.b;
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gl_FragColor.b = p[1] * c.r + p[2] * c.g + p[0] * c.b;
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}
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65
picom/.config/picom/catppuccin.glsl
Normal file
65
picom/.config/picom/catppuccin.glsl
Normal file
@@ -0,0 +1,65 @@
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// The Nord colorscheme is used by default,
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// but you can make your own by changing `colors`
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uniform float opacity;
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uniform float time;
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uniform bool invert_color;
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uniform sampler2D tex;
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float sin_rand() {
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return sin(gl_FragCoord.x + cos(gl_FragCoord.y));
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}
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float random(float seedChange) {
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vec2 seed = gl_FragCoord.xy + sin(seedChange);
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return fract(dot(vec2(sin(mod(seed.x / cos(seed.y), 5.0) * 10000.0)), vec2(1.1, 12.2)));
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}
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void main() {
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vec4 c = texture2D(tex, gl_TexCoord[0].xy);
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vec4 d = c;
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vec3 colors[16];
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colors[0 ] = vec3(0.286,0.302,0.392);
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colors[1 ] = vec3(0.929,0.529,0.588);
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colors[2 ] = vec3(0.651,0.855,0.584);
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colors[3 ] = vec3(0.933,0.831,0.624);
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colors[4 ] = vec3(0.541,0.678,0.957);
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colors[5 ] = vec3(0.961,0.741,0.902);
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colors[6 ] = vec3(0.545,0.835,0.792);
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colors[7 ] = vec3(0.722,0.753,0.878);
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colors[8 ] = vec3(0.357,0.376,0.471);
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colors[9 ] = vec3(0.926,0.529,0.588);
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colors[10] = vec3(0.651,0.855,0.584);
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colors[11] = vec3(0.933,0.831,0.624);
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colors[12] = vec3(0.541,0.678,0.957);
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colors[13] = vec3(0.961,0.741,0.902);
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colors[14] = vec3(0.545,0.835,0.792);
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colors[15] = vec3(0.647,0.678,0.796);
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float mindist = 100.0;
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int minind = 0;
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float mindist2 = 100.0;
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int minind2 = 0;
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for (int i = 0; i < 16; i++) {
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float dist = length(c.xyz - colors[i]);
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if (dist < mindist) {
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mindist2 = mindist;
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mindist = dist;
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minind2 = minind;
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minind = i;
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}
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}
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float ratio = mindist / (mindist + mindist2);
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float r = random(1.0) * 0.4 + 0.25;
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if (r > ratio)
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c.xyz = colors[minind];
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else
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c.xyz = colors[minind2];
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c.xyz = mix(mix(colors[minind], colors[minind2], ratio), c.xyz, 0.5);
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if (invert_color)
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c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
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c *= opacity;
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gl_FragColor = vec4(c);
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}
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65
picom/.config/picom/nordify.glsl
Normal file
65
picom/.config/picom/nordify.glsl
Normal file
@@ -0,0 +1,65 @@
|
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// 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() {
|
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return sin(gl_FragCoord.x + cos(gl_FragCoord.y));
|
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}
|
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|
||||
float random(float seedChange) {
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vec2 seed = gl_FragCoord.xy + sin(seedChange);
|
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return fract(dot(vec2(sin(mod(seed.x / cos(seed.y), 5.0) * 10000.0)), vec2(1.1, 12.2)));
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}
|
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|
||||
void main() {
|
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vec4 c = texture2D(tex, gl_TexCoord[0].xy);
|
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vec4 d = c;
|
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vec3 colors[16];
|
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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);
|
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colors[14] = vec3(0.639,0.745,0.549);
|
||||
colors[15] = vec3(0.706,0.557,0.678);
|
||||
|
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float mindist = 100.0;
|
||||
int minind = 0;
|
||||
float mindist2 = 100.0;
|
||||
int minind2 = 0;
|
||||
for (int i = 0; i < 16; i++) {
|
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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);
|
||||
}
|
||||
33
picom/.config/picom/swizzle.glsl
Normal file
33
picom/.config/picom/swizzle.glsl
Normal file
@@ -0,0 +1,33 @@
|
||||
#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;
|
||||
}
|
||||
@@ -92,3 +92,4 @@ alias runhis="anyframe-widget-execute-history"
|
||||
# Default xclip to use Ctrl-c/Ctrl-v clipboard
|
||||
alias xclip="xclip -selection c"
|
||||
alias :q="exit"
|
||||
alias mirrorup='sudo reflector --verbose -c Poland -c Germany -c France -l 10 -a 2 -p https --sort rate --save /etc/pacman.d/mirrorlist'
|
||||
|
||||
@@ -167,6 +167,10 @@ zinit light romkatv/powerlevel10k
|
||||
#zi ice tag1"<option1>" tag2"<option2>"
|
||||
#zi load <repo/plugin>
|
||||
|
||||
|
||||
zinit light zdharma-continuum/zinit-annex-patch-dl
|
||||
|
||||
|
||||
zinit ice wait lucid
|
||||
zinit light MichaelAquilina/zsh-you-should-use
|
||||
|
||||
|
||||
Reference in New Issue
Block a user