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22
picom/.config/black_to_transparent.frag
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22
picom/.config/black_to_transparent.frag
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@@ -0,0 +1,22 @@
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#version 330
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in vec2 texcoord;
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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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vec4 window_shader() {
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vec4 c = texelFetch(tex, ivec2(texcoord), 0);
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{
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// Change vec4(1.0, 1.0, 1.0, 1.0) to your desired color
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vec4 vdiff = abs(vec4(0.0, 0.0, 0.0, 1.0) - c);
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float diff = max(max(max(vdiff.r, vdiff.g), vdiff.b), vdiff.a);
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// Change 0.8 to your desired opacity
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if (diff < 0.001)
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c *= 0;
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}
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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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vec4 default_post_processing(vec4 c);
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return c;
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}
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@@ -41,7 +41,10 @@ shadow-exclude = [
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# disables shadows on sticky windows:
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"_NET_WM_STATE@:32a *= '_NET_WM_STATE_STICKY'",
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# disables shadows on i3 frames
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"class_g ?= 'i3-frame'"
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"class_g ?= 'i3-frame'",
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"class_g = 'Rofi'",
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"class_g = 'Bspwm'",
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"class_g ?= 'ulauncher'"
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];
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# Specify a X geometry that describes the region in which shadow should not
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@@ -129,7 +132,7 @@ focus-exclude = [ "class_g = 'Cairo-clock'" ];
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# Sets the radius of rounded window corners. When > 0, the compositor will
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# round the corners of windows. Does not interact well with
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# `transparent-clipping`.
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corner-radius = 8
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corner-radius = 9
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# Exclude conditions for rounded corners.
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rounded-corners-exclude = [
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@@ -145,7 +148,7 @@ rounded-corners-exclude = [
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blur: {
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method = "dual_kawase";
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strength = 12;
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strength = 10;
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background = false;
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background-frame = false;
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background-fixed = false;
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@@ -300,6 +303,17 @@ use-damage = true;
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#
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# glx-fshader-win = ""
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window-shader-fg-rule = [
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# "black_to_transparent.frag:class_g = 'stalonetray'",
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# "black_to_transparent.frag:class_g = 'Minecraft 1.7.10'",
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"black_to_transparent.frag:class_g = 'i3lock'",
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# "black_to_transparent.frag:focused = true",
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# "black_to_transparent.frag:focused != true",
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#"sphere.glsl:focused != true"
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#"nordify.glsl:class_g = 'miru'"
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]
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# Force all windows to be painted with blending. Useful if you
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# have a glx-fshader-win that could turn opaque pixels transparent.
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#
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