Initial Commit, move from a symlink farm to yadm
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65
.config/picom/catppuccin.glsl
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65
.config/picom/catppuccin.glsl
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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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