diff options
Diffstat (limited to 'picom')
| -rw-r--r-- | picom/default.glsl | 19 | ||||
| -rw-r--r-- | picom/default_anim.glsl | 70 | ||||
| -rw-r--r-- | picom/glass.glsl | 165 | ||||
| -rw-r--r-- | picom/lock.glsl | 458 | ||||
| -rw-r--r-- | picom/matrix_dissolve.glsl | 78 | ||||
| -rw-r--r-- | picom/picom.conf | 766 | ||||
| -rw-r--r-- | picom/pixelize.glsl | 71 | ||||
| -rw-r--r-- | picom/sdf_mask.glsl | 131 |
8 files changed, 1438 insertions, 320 deletions
diff --git a/picom/default.glsl b/picom/default.glsl new file mode 100644 index 0000000..e433f4b --- /dev/null +++ b/picom/default.glsl @@ -0,0 +1,19 @@ +#version 330 +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + return default_post_processing(c); +} diff --git a/picom/default_anim.glsl b/picom/default_anim.glsl new file mode 100644 index 0000000..e4f43ed --- /dev/null +++ b/picom/default_anim.glsl @@ -0,0 +1,70 @@ +#version 330 + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + + +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); + +/* +These shaders use a sorta hacky way to use the changing +window opacity you might set on picom.conf animation rules +to perform animations. + +Basically, when a window get's mapped, we make it's alpha +go from 0 to 1, so, using the default_post_processing to get that alpha +we can get a variable going from 0 (start of mapping animation) +to 1 (end of mapping animation) + +You can also set up your alpha value to go from 1 to 0 in picom when +a window is closed, effectively reversing the animations described here +*/ + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// If you have semitransparent windows (like a terminal) +// You can use the below function to add an opacity threshold where the +// animation won't apply. For example, if you had your terminal +// configured to have 0.8 opacity, you'd set the below variable to 0.8 +float max_opacity = 1; +float opacity_threshold(float opacity) +{ + // if statement jic? + if (opacity >= max_opacity) + { + return 1.0; + } + else + { + return min(1, opacity/max_opacity); + } + +} + +vec4 anim(float time) { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + return c; +} + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + c = default_post_processing(c); + float opacity = opacity_threshold(c.w); + if (opacity == 0.0) + { + return c; + } + vec4 anim_c = anim(opacity); + return default_post_processing(anim_c); +} + diff --git a/picom/glass.glsl b/picom/glass.glsl new file mode 100644 index 0000000..a37972e --- /dev/null +++ b/picom/glass.glsl @@ -0,0 +1,165 @@ +#version 330 + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + + +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); + +/* +These shaders use a sorta hacky way to use the changing +window opacity you might set on picom.conf animation rules +to perform animations. + +Basically, when a window get's mapped, we make it's alpha +go from 0 to 1, so, using the default_post_processing to get that alpha +we can get a variable going from 0 (start of mapping animation) +to 1 (end of mapping animation) + +You can also set up your alpha value to go from 1 to 0 in picom when +a window is closed, effectively reversing the animations described here +*/ + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// If you have semitransparent windows (like a terminal) +// You can use the below function to add an opacity threshold where the +// animation won't apply. For example, if you had your terminal +// configured to have 0.8 opacity, you'd set the below variable to 0.8 +float max_opacity = 0.8; +float opacity_threshold(float opacity) +{ + // if statement jic? + if (opacity >= max_opacity) + { + return 1.0; + } + else + { + return min(1, opacity/max_opacity); + } + +} + +// Pseudo-random function (from original shader) +float random(vec2 st) { + return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); +} + +float PI = 3.1415926535; +float TWO_PI = 2.0 * PI; + +// NEW anim function: Glass-Shard Shatter +vec4 anim(float animation_progress) { + vec4 out_color = vec4(0.0); // Default to transparent + + // --- Shard Parameters --- + float num_shards = 20.0; // Number of angular shards + vec2 impact_point = window_center; + + // --- Fragment's Relation to Impact Point & Shard ID --- + vec2 vec_frag_to_impact = texcoord - impact_point; + float dist_frag_to_impact = length(vec_frag_to_impact); + float angle_frag = atan(vec_frag_to_impact.y, vec_frag_to_impact.x); // Range: -PI to PI + if (angle_frag < 0.0) { + angle_frag += TWO_PI; // Normalize to 0 to 2*PI + } + float shard_id = floor(angle_frag / (TWO_PI / num_shards)); + + // --- Staggered Animation Timing for each Shard --- + // Use random for a less ordered shatter + float shard_delay_normalized = random(vec2(shard_id, shard_id * 0.31)); + // float shard_delay_normalized = shard_id / num_shards; // For a sweep + + float individual_shard_anim_duration = 0.7; // How long each shard takes to animate + float ripple_spread_factor = 1.0 - individual_shard_anim_duration; + + float stagger_start_progress = shard_delay_normalized * ripple_spread_factor; + float stagger_end_progress = stagger_start_progress + individual_shard_anim_duration; + + // shard_anim_progress: 0.0 (shard starts moving in) -> 1.0 (shard is in place) + float shard_anim_progress = smoothstep(stagger_start_progress, stagger_end_progress, animation_progress); + + if (shard_anim_progress < 0.001) { // Shard is not yet visible or fully shattered away + return vec4(0.0); // Fully transparent + } + + // --- Shard Transformation Parameters --- + // current_displacement_factor: 1.0 (max shatter) -> 0.0 (assembled) + float current_displacement_factor = 1.0 - shard_anim_progress; + + // Max translation (e.g., 30% of half window width) + float max_translation_dist = length(vec2(window_size) * 0.5) * 0.3; + // Max rotation (e.g., 25 degrees) + float max_rotation_angle_rad = (PI / 180.0) * 25.0 * random(vec2(shard_id * 0.7, shard_id)); // Add some randomness to rotation + + // Direction for this shard (center angle of the shard sector) + float shard_center_angle = (shard_id + 0.5) * (TWO_PI / num_shards); + vec2 shard_radial_dir = vec2(cos(shard_center_angle), sin(shard_center_angle)); + + vec2 translation_offset = shard_radial_dir * max_translation_dist * current_displacement_factor; + float current_rotation = max_rotation_angle_rad * current_displacement_factor; + + // --- Inverse Transformation for Sampling --- + // We are at `texcoord` on screen. Find where this point came from on the original texture. + // 1. Undo translation + vec2 p1_translated_back = texcoord - translation_offset; + + // 2. Undo rotation around impact_point + vec2 p1_rel_to_impact = p1_translated_back - impact_point; + float cos_rot = cos(current_rotation); // Rotate by +angle to undo shatter rotation by -angle + float sin_rot = sin(current_rotation); // (or vice-versa, depends on convention) + // Let's assume shatter rotates by -current_rotation + // So to undo, rotate by +current_rotation + mat2 rot_matrix = mat2(cos_rot, -sin_rot, sin_rot, cos_rot); + vec2 p2_rotated_back = rot_matrix * p1_rel_to_impact; + vec2 sample_coord = p2_rotated_back + impact_point; + + // --- Boundary Check & Texture Fetch --- + if (sample_coord.x >= 0.0 && sample_coord.x < float(window_size.x) && + sample_coord.y >= 0.0 && sample_coord.y < float(window_size.y)) { + + // --- Chromatic Aberration --- + float ca_strength = 0.008 * current_displacement_factor; // Stronger when more shattered + vec2 ca_offset_dir = shard_radial_dir; // Radial aberration + // vec2 ca_offset_dir = vec2(-shard_radial_dir.y, shard_radial_dir.x); // Tangential + + vec2 r_sample = sample_coord + ca_offset_dir * ca_strength * float(window_size.x); + vec2 b_sample = sample_coord - ca_offset_dir * ca_strength * float(window_size.x); + + out_color.r = texelFetch(tex, ivec2(r_sample), 0).r; + out_color.g = texelFetch(tex, ivec2(sample_coord), 0).g; // Green channel from center + out_color.b = texelFetch(tex, ivec2(b_sample), 0).b; + out_color.a = texelFetch(tex, ivec2(sample_coord), 0).a; // Base alpha from original texture + + } else { + out_color.a = 0.0; // Sampled point is outside original texture + } + + // Modulate final alpha by shard's animation progress + out_color.a *= shard_anim_progress; + return out_color; +} + + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + c = default_post_processing(c); + float opacity = opacity_threshold(c.w); + if (opacity == 0.0) + { + return c; + } + vec4 anim_c = anim(opacity); + return default_post_processing(anim_c); +} diff --git a/picom/lock.glsl b/picom/lock.glsl new file mode 100644 index 0000000..76d47ad --- /dev/null +++ b/picom/lock.glsl @@ -0,0 +1,458 @@ +#version 330 +#define PI 3.14159265 +#define BORDER 200 +#define WAVE_SPEED 1.0 +#define WAVE_FREQUENCY 1.0 +#define WAVE_AMPLITUDE 10.0 +#define BASE_COLOR vec4(0.216, 0.337, 0.373, 1) +#define BG_COLOR vec4(0, 0, 0, 1) + + +in vec2 texcoord; // texture coordinate of the fragment +uniform sampler2D tex; // texture of the window + +uniform float time; // Time in miliseconds. +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); +uniform float icon_factor = 12.0; +float icon_radius = window_size.y/icon_factor; +uniform float shadow_cutoff = 1; // How "early" the shadow starts affecting + // pixels close to the edges + // I'd keep this value very close to 1 +uniform int shadow_intensity = 3; // Intensity level of the shadow effect (from 1 to 5) +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 + +uniform float flash_speed = 300.0; // Speed of the flash line in pixels per second +uniform float bright_line_intensity = 0.9; // Max brightness added by the sharp line (can be > 1 for HDR look) +uniform float bright_line_sharpness = 0.5; // Controls how narrow the bright line is (smaller = sharper) +uniform float falloff_intensity = 0.3; // Max brightness added by the falloff glow +uniform float falloff_height = 80.0; // How many pixels above the line the falloff extends + +// 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; +}; + + +// Sets up a camera by applying transformations and +// calculating xyz vector basis +pinhole_camera setup_camera(pinhole_camera camera, float ppa) +{ + // 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; +} +// Helper function for the RGB shift (chromatic aberration) +vec2 curve(vec2 uv) +{ + uv = (uv - 0.5) * 2.0; + uv *= 1.1; + uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); + uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0); + uv = (uv / 2.0) + 0.5; + return uv; +} + + +vec4 apply_flash_effect(vec4 color, vec2 coords) { + // 1. Calculate the current vertical position of the flash line + // Convert speed from pixels/sec to pixels/ms for use with 'time' + float flash_y = mod(time * (flash_speed / 1000.0), float(window_size.y)); + + // 2. Calculate the brightness contribution from the sharp bright line + float distance_from_line = abs(coords.y - flash_y); + // This creates a very sharp peak at distance 0, falling off quickly. + // The max value is bright_line_intensity. + // The '+ 1.0' prevents division by zero and normalizes the peak. + float bright_line_factor = bright_line_intensity / (pow(distance_from_line / bright_line_sharpness, 2.0) + 1.0); + + // 3. Calculate the brightness contribution from the falloff (above the line) + float falloff_factor = 0.0; + float distance_above_line = flash_y - coords.y; // Positive if current pixel is above the line + + if (distance_above_line > 0.0) { + // Use smoothstep for a gradual fade from falloff_intensity at the line (distance_above_line = 0) + // down to 0 brightness at falloff_height pixels above the line. + falloff_factor = falloff_intensity * (1.0 - smoothstep(0.0, falloff_height, distance_above_line)); + } + + // 4. Combine the effects and apply to the color (additive brightness) + float total_flash_brightness = bright_line_factor + falloff_factor; + color.rgb += vec3(total_flash_brightness); + + // Optional: Clamp the result if you want to prevent colors going significantly above 1.0 + // color.rgb = clamp(color.rgb, 0.0, 1.0); // Hard clamp + // color.rgb = min(color.rgb, vec3(1.5)); // Allow some over-brightening + + return color; +} + +// CRT effect shader +vec4 crt_shader(vec2 coords) +{ + // Parameters - feel free to adjust these + float scanline_intensity = 0.125; // How dark the scanlines are + float rgb_shift = 2.0; // How much RGB shifting occurs + float vignette_intensity = 0.2; // How dark the corners get + float screen_curve = 0.5; // How much screen curvature + + // Convert coords to UV space (0 to 1) + vec2 uv = coords / vec2(window_size); + + // Apply screen curvature + vec2 curved_uv = mix(uv, curve(uv), screen_curve); + + // If UV is outside bounds, return black + if (curved_uv.x < 0.0 || curved_uv.x > 1.0 || + curved_uv.y < 0.0 || curved_uv.y > 1.0) + return vec4(0.0, 0.0, 0.0, 1.0); + + // Convert curved UV back to pixel coordinates + vec2 screen_pos = curved_uv * vec2(window_size); + + // Chromatic aberration + vec4 color; + color.r = texelFetch(tex, ivec2(screen_pos + vec2(rgb_shift, 0.0)), 0).r; + color.g = texelFetch(tex, ivec2(screen_pos), 0).g; + color.b = texelFetch(tex, ivec2(screen_pos - vec2(rgb_shift, 0.0)), 0).b; + color.a = 1.0; + + // Scanlines + float scanline = sin(screen_pos.y * 0.7) * 0.5 + 0.5; + color.rgb *= 1.0 - (scanline * scanline_intensity); + + // Vertical sync lines (more subtle) + float vertical_sync = sin(screen_pos.x * 2.0) * 0.5 + 0.5; + color.rgb *= 1.0 - (vertical_sync * scanline_intensity * 0.5); + + // Vignette (darker corners) + vec2 center_dist = curved_uv - vec2(0.5); + float vignette = 1.0 - (dot(center_dist, center_dist) * vignette_intensity); + color.rgb *= vignette; + + // Brightness and contrast adjustments + color.rgb *= 1.2; // Brightness boost + color.rgb = pow(color.rgb, vec3(1.2)); // Contrast boost + + // Add subtle noise to simulate CRT noise + float noise = fract(sin(dot(curved_uv, vec2(12.9898, 78.233))) * 43758.5453); + color.rgb += (noise * 0.02 - 0.01); // Very subtle noise + + return color; +} + +// 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, float ppa) +{ + // If the point we end up in is behind our camera, don't "render" it + if (t < 1) + { + return BG_COLOR; + } + + // 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; + float cam_coords_length = length(cam_coords); + + // If pixel is outside of our icon region + // return an empty pixel + float local_icon_radius = icon_radius - 50 + 60 * ppa; + if (cam_coords_length > local_icon_radius) + { + return vec4(0); + } + + // Fetch the pixel + cam_coords += window_center; + vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0); + pixel = crt_shader(cam_coords); + pixel = apply_flash_effect(pixel, cam_coords); + if (pixel.xyz == vec3(0)) + { + return BASE_COLOR; + } + + pixel.w = 0.9; + 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, float ppa) +{ + // 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 = icon_radius * 2 / PI + 33; + + // Then there's a line going from our focal point to the sphere + // 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 sphere 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, ppa); + if (projection_pixel.w > 0.0) + { + // Blend the pixel using alpha + blended_pixels = alpha_composite(projection_pixel, blended_pixels); + } + } + return blended_pixels; +} + +// Darkens a pixels near the edges +vec4 calc_opacity(vec4 color, vec2 coords) +{ + // If shadow intensity is 0, change nothing + if (shadow_intensity == 0) + { + return color; + } + + // Get how far the coords are from the center + vec2 distances_from_center = abs(window_center - coords); + + // Darken pixels close to the edges of the screen in a polynomial fashion + float opacity = 1; + opacity *= -pow((distances_from_center.y/window_center.y)*shadow_cutoff, + (5/shadow_intensity)*2)+1; + opacity *= -pow((distances_from_center.x/window_center.x)*shadow_cutoff, + (5/shadow_intensity)*2)+1; + color.w *= opacity; + color.w = max(1 - color.w, 0.5); + + return color; +} + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + float post_proc_alpha = default_post_processing(c).w; // <-- Use that to animate things when window is destroyed + if (distance(texcoord, window_center) <=icon_radius) + { + float cam_offset = window_size.y*3; + + float time_offset = pow((1-post_proc_alpha),2) ; + float time_cyclic = mod(4*(time/10000 - time_offset),2); + pinhole_camera rotate_around_origin = + pinhole_camera(-cam_offset, + vec3(0,-time_cyclic*PI-PI/2,0), + vec3(cos(time_cyclic*PI)*window_size.y*0.4, + 0, + sin(time_cyclic*PI)*window_size.y*0.4), + vec3(1,1,1), + vec3(0), + vec3(0), + vec3(0), + vec3(0), + vec3(0)); + pinhole_camera transformed_cam = setup_camera(rotate_around_origin, post_proc_alpha); + c = get_pixel_through_camera(texcoord, transformed_cam, post_proc_alpha); + } + else if (c.x +c.y + c.z < 0.3) + { + c.w = 1; + c = calc_opacity(c,texcoord); + } + return default_post_processing(c); +} diff --git a/picom/matrix_dissolve.glsl b/picom/matrix_dissolve.glsl new file mode 100644 index 0000000..d42eb71 --- /dev/null +++ b/picom/matrix_dissolve.glsl @@ -0,0 +1,78 @@ +#version 330 + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + + +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); + +/* +These shaders use a sorta hacky way to use the changing +window opacity you might set on picom.conf animation rules +to perform animations. + +Basically, when a window get's mapped, we make it's alpha +go from 0 to 1, so, using the default_post_processing to get that alpha +we can get a variable going from 0 (start of mapping animation) +to 1 (end of mapping animation) + +You can also set up your alpha value to go from 1 to 0 in picom when +a window is closed, effectively reversing the animations described here +*/ + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); +// Pseudo-random function +float random(vec2 st) { + return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); +} + +// Creates vertical scanlines +float scanline(vec2 uv, float time) { + return sin(uv.y * 200.0 + time * 10.0) * 0.5 + 0.5; +} + +vec4 anim(float time) { + vec2 uv = texcoord / vec2(window_size); + + // Adjust square size (smaller number = more squares) + float square_size = 10.0; + + // Calculate grid position + vec2 square_pos = floor(texcoord / square_size); + + // Generate random value for this square + float index = random(square_pos); + + // Get original color + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + + // Create threshold for dissolve + float threshold = (1.0 - time) * 1.2; // The 1.2 creates a slight overlap + + // If the random index is greater than our threshold, make pixel transparent + if (index > threshold) { + c.a = 0.0; + } + + return c; +} + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + c = default_post_processing(c); + if (c.w != 1.0) + { + c = anim(1.0-c.w); + } + return default_post_processing(c); +} diff --git a/picom/picom.conf b/picom/picom.conf index 4cf5b90..a5b45ec 100644 --- a/picom/picom.conf +++ b/picom/picom.conf @@ -1,136 +1,67 @@ ################################# -# Animations # -################################# - - -# fly-in: Windows fly in from random directions to the screen -# maximize: Windows pop from center of the screen to their respective positions -# minimize: Windows minimize from their position to the center of the screen -# slide-in-center: Windows move from upper-center of the screen to their respective positions -# slide-out-center: Windows move to the upper-center of the screen -# slide-left: Windows are created from the right-most window position and slide leftwards -# slide right: Windows are created from the left-most window position and slide rightwards -# slide-down: Windows are moved from the top of the screen and slide downward -# slide-up: Windows are moved from their position to top of the screen -# squeeze: Windows are either closed or created to/from their center y-position (the animation is similar to a blinking eye) -# squeeze-bottom: Similar to squeeze, but the animation starts from bottom-most y-position -# zoom: Windows are either created or destroyed from/to their center (not the screen center) - -animations = true; -animation-stiffness = 90; -animation-window-mass = 0.5; -animation-dampening = 10; -animation-for-transient-window = "fly-in"; -animation-for-unmap-window = "fly-in"; -animation-for-open-window = "fly-in"; - -# animating-rule-open = ["zoom:class_g = 'code'"]; -# animating-rule-unmap = ["zoom:class_g = 'code'"]; - -################################# # Shadows # ################################# - # Enabled client-side shadows on windows. Note desktop windows # (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow, # unless explicitly requested using the wintypes option. # -# shadow = false +# Can be set per-window using rules. +# +# Default: false shadow = false; -# The blur radius for shadows, in pixels. (defaults to 12) -# shadow-radius = 12 -shadow-radius = 7; - -# The opacity of shadows. (0.0 - 1.0, defaults to 0.75) -# shadow-opacity = .75 - -# The left offset for shadows, in pixels. (defaults to -15) -# shadow-offset-x = -15 -shadow-offset-x = -7; - -# The top offset for shadows, in pixels. (defaults to -15) -# shadow-offset-y = -15 -shadow-offset-y = -7; - -# Red color value of shadow (0.0 - 1.0, defaults to 0). -# shadow-red = 0 - -# Green color value of shadow (0.0 - 1.0, defaults to 0). -# shadow-green = 0 - -# Blue color value of shadow (0.0 - 1.0, defaults to 0). -# shadow-blue = 0 - -# Hex string color value of shadow (#000000 - #FFFFFF, defaults to #000000). This option will override options set shadow-(red/green/blue) -# shadow-color = "#000000" +# The blur radius for shadows, in pixels. +# +# Default: 12 +shadow-radius = 30; -# Specify a list of conditions of windows that should have no shadow. +# The opacity of shadows. # -# examples: -# shadow-exclude = "n:e:Notification"; +# Range: 0.0 - 1.0 +# Default: 0.75 +shadow-opacity = .75 + +# The left offset for shadows, in pixels. # -# shadow-exclude = [] -shadow-exclude = [ - "name = 'Notification'", - "class_g = 'Conky'", - "class_g ?= 'Notify-osd'", - "class_g = 'Cairo-clock'", - "_GTK_FRAME_EXTENTS@:c" -]; +# Default: -15 +shadow-offset-x = -30; -# Specify a list of conditions of windows that should have no shadow painted over, such as a dock window. -# clip-shadow-above = [] +# The top offset for shadows, in pixels. +# +# Default: -15 +shadow-offset-y = -30; -# Specify a X geometry that describes the region in which shadow should not -# be painted in, such as a dock window region. Use -# shadow-exclude-reg = "x10+0+0" -# for example, if the 10 pixels on the bottom of the screen should not have shadows painted on. +# Hex string color value of shadow. Formatted like "#RRGGBB", e.g. "#C0FFEE". # -# shadow-exclude-reg = "" +# Default: #000000 +# shadow-color = "#000000" # Crop shadow of a window fully on a particular monitor to that monitor. This is # currently implemented using the X RandR extension. +# +# Default: false # crop-shadow-to-monitor = false -# shadow-color-rule = ["#FFFFFF:class_g = 'fly-term'"]; -# shadow-opacity-rule = ["20:class_g = 'fly-term'" ]; -# shadow-offset-x-rule = ["-100:class_g = 'fly-term'"]; -# shadow-offset-y-rule = ["-100:class_g = 'fly-term'"]; -# shadow-radius-rule = ["100:class_g = 'fly-term'"]; - -# If shadow-active is 'true' the tweaks below will be applied to the currently focused window -# shadow-active = true; -# shadow-color-active = "#FFFFF"; -# shadow-opacity-active = 0.5; -# shadow-radius-active = 50; -# shadow-offset-x-active = -50; -# shadow-offset-y-active = -50; ################################# # Fading # ################################# - # Fade windows in/out when opening/closing and when opacity changes, -# unless no-fading-openclose is used. -# fading = false +# unless no-fading-openclose is used. Can be set per-window using rules. +# +# Default: false fading = true; # Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028) -# fade-in-step = 0.028 fade-in-step = 0.03; # Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03) -# fade-out-step = 0.03 fade-out-step = 0.03; # The time between steps in fade step, in milliseconds. (> 0, defaults to 10) -# fade-delta = 10 - -# Specify a list of conditions of windows that should not be faded. -# fade-exclude = [] +fade-delta = 8 # Do not fade on window open/close. # no-fading-openclose = false @@ -143,43 +74,16 @@ fade-out-step = 0.03; # Transparency / Opacity # ################################# - -# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0) -# inactive-opacity = 1 -# inactive-opacity = 0.8; - -# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default) -# frame-opacity = 1.0 -# frame-opacity = 0.7; - -# Let inactive opacity set by -i override the '_NET_WM_WINDOW_OPACITY' values of windows. -# inactive-opacity-override = true -inactive-opacity-override = false; - -# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0) -# active-opacity = 1.0 - -# Dim inactive windows. (0.0 - 1.0, defaults to 0.0) -# inactive-dim = 0.0 - -# Specify a list of conditions of windows that should never be considered focused. -# focus-exclude = [] -focus-exclude = [ "class_g = 'Cairo-clock'" ]; +# Opacity of window titlebars and borders. +# +# Range: 0.1 - 1.0 +# Default: 1.0 (disabled) +frame-opacity = 1.0; # Use fixed inactive dim value, instead of adjusting according to window opacity. -# inactive-dim-fixed = 1.0 - -# Specify a list of opacity rules, in the format `PERCENT:PATTERN`, -# like `50:name *= "Firefox"`. picom-trans is recommended over this. -# Note we don't make any guarantee about possible conflicts with other -# programs that set '_NET_WM_WINDOW_OPACITY' on frame or client windows. -# example: -opacity-rule = [ - "95:class_g = 'Polybar'", -]; # -# opacity-rule = [] - +# Default: false +# inactive-dim-fixed = true ################################# # Corners # @@ -188,136 +92,113 @@ opacity-rule = [ # 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 = 5 - -# Exclude conditions for rounded corners. -rounded-corners-exclude = [ - "window_type = 'dock'", - "window_type = 'desktop'", - "class_g = 'Polybar'", -]; - -# corners-rounding-rule = [ "10:class_g = 'fly-term'" ]; +# +# Default: 0 (disabled) +corner-radius = 8 ################################# -# Background-Blurring # +# Blur # ################################# - -# Parameters for background blurring, see the *BLUR* section for more information. -# blur-method = "kawase" +# Parameters for background blurring, see BLUR section in the man page for more information. +# blur-method = # blur-size = 12 -# # blur-deviation = false -# blur-strength = 10 +# +# blur-deviation = false +# +# blur-strength = 5 # Blur background of semi-transparent / ARGB windows. -# Bad in performance, with driver-dependent behavior. -# The name of the switch may change without prior notifications. +# Can be set per-window using rules. # +# Default: false # blur-background = false # Blur background of windows when the window frame is not opaque. # Implies: # blur-background -# Bad in performance, with driver-dependent behavior. The name may change. # -# blur-background-frame = true - +# Default: false +# blur-background-frame = false # Use fixed blur strength rather than adjusting according to window opacity. +# +# Default: false # blur-background-fixed = false # Specify the blur convolution kernel, with the following format: # example: # blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1"; +# Can also be a pre-defined kernel, see the man page. # -# blur-kern = "" -# blur-kern = "3x3box"; - - -# Exclude conditions for background blur. -# blur-background-exclude = [] -blur-background-exclude = [ - "window_type = 'dock'", - "window_type = 'desktop'", - "_GTK_FRAME_EXTENTS@:c" -]; - -# blur-method-rule = [ "kawase:class_g = 'fly-term'" ]; -# blur-size-rule = [ "10:class_g = 'fly-term'" ]; -# blur-strength-rule = [ "1:class_g = 'fly-term'" ]; -# blur-deviation-rule = [ "10:class_g = 'fly-term'" ]; +# Default: "" +blur-kern = "3x3box"; ################################# # General Settings # ################################# # Enable remote control via D-Bus. See the man page for more details. +# +# Default: false # dbus = true # Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers. # daemon = false -# Specify the backend to use: `xrender`, `glx`, `egl` or `xr_glx_hybrid`. -# `xrender` is the default one. +# Specify the backend to use: `xrender`, `glx`, or `egl`. # -# backend = "glx" -backend = "xrender"; +# Default: "xrender" +backend = "glx" # Use higher precision during rendering, and apply dither when presenting the -# rendered screen. Reduces banding artifacts, but might cause performance +# rendered screen. Reduces banding artifacts, but may cause performance # degradation. Only works with OpenGL. dithered-present = false; # Enable/disable VSync. -# vsync = false -vsync = true; - -# Try to detect WM windows (a non-override-redirect window with no -# child that has 'WM_STATE') and mark them as active. # -# mark-wmwin-focused = false -mark-wmwin-focused = true; - -# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused. -# mark-ovredir-focused = false -mark-ovredir-focused = true; +# Default: false +vsync = true; # Try to detect windows with rounded corners and don't consider them # shaped windows. The accuracy is not very high, unfortunately. # -# detect-rounded-corners = false +# Has nothing to do with `corner-radius`. +# +# Default: false detect-rounded-corners = true; # Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers # not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows. # -# detect-client-opacity = false +# Default: false detect-client-opacity = true; # Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window, -# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy, +# rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate, # provided that the WM supports it. # -# use-ewmh-active-win = false +# Default: false +use-ewmh-active-win = true # Unredirect all windows if a full-screen opaque window is detected, # to maximize performance for full-screen windows. Known to cause flickering # when redirecting/unredirecting windows. # -# unredir-if-possible = false +# Default: false +unredir-if-possible = true -# Delay before unredirecting the window, in milliseconds. Defaults to 0. +# Delay before unredirecting the window, in milliseconds. +# +# Default: 0. # unredir-if-possible-delay = 0 -# Conditions of windows that shouldn't be considered full-screen for unredirecting screen. -# unredir-if-possible-exclude = [] - # Use 'WM_TRANSIENT_FOR' to group windows, and consider windows # in the same group focused at the same time. # -# detect-transient = false +# Default: false detect-transient = true; # Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same @@ -325,102 +206,67 @@ detect-transient = true; # will be considered focused or unfocused at the same time. # 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too. # +# Default: false # detect-client-leader = false -# Resize damaged region by a specific number of pixels. -# A positive value enlarges it while a negative one shrinks it. -# If the value is positive, those additional pixels will not be actually painted -# to screen, only used in blur calculation, and such. (Due to technical limitations, -# with use-damage, those pixels will still be incorrectly painted to screen.) -# Primarily used to fix the line corruption issues of blur, -# in which case you should use the blur radius value here -# (e.g. with a 3x3 kernel, you should use `--resize-damage 1`, -# with a 5x5 one you use `--resize-damage 2`, and so on). -# May or may not work with *--glx-no-stencil*. Shrinking doesn't function correctly. -# -# resize-damage = 1 - -# Specify a list of conditions of windows that should be painted with inverted color. -# Resource-hogging, and is not well tested. -# -# invert-color-include = [] - -# GLX backend: Avoid using stencil buffer, useful if you don't have a stencil buffer. -# Might cause incorrect opacity when rendering transparent content (but never -# practically happened) and may not work with blur-background. -# My tests show a 15% performance boost. Recommended. -# -# glx-no-stencil = false - -# GLX backend: Avoid rebinding pixmap on window damage. -# Probably could improve performance on rapid window content changes, -# but is known to break things on some drivers (LLVMpipe, xf86-video-intel, etc.). -# Recommended if it works. +# Use of damage information for rendering. This cause the only the part of the +# screen that has actually changed to be redrawn, instead of the whole screen +# every time. Should improve performance. # -# glx-no-rebind-pixmap = false +# Default: false +use-damage = true; -# Disable the use of damage information. -# This cause the whole screen to be redrawn every time, instead of the part of the screen -# has actually changed. Potentially degrades the performance, but might fix some artifacts. -# The opposing option is use-damage +# Use X Sync fence to wait for the completion of rendering of other windows, +# before using their content to render the current screen. # -# no-use-damage = false -use-damage = false; - -# Use X Sync fence to sync clients' draw calls, to make sure all draw -# calls are finished before picom starts drawing. Needed on nvidia-drivers -# with GLX backend for some users. +# Required for explicit sync drivers, such as nvidia. # +# Default: false # xrender-sync-fence = false # GLX backend: Use specified GLSL fragment shader for rendering window # contents. Read the man page for a detailed explanation of the interface. # -# window-shader-fg = "default" - -# Use rules to set per-window shaders. Syntax is SHADER_PATH:PATTERN, similar -# to opacity-rule. SHADER_PATH can be "default". This overrides window-shader-fg. +# Can be set per-window using rules. # -# window-shader-fg-rule = [ -# "my_shader.frag:window_type != 'dock'" -# ] +# window-shader-fg = "default" # Force all windows to be painted with blending. Useful if you -# have a glx-fshader-win that could turn opaque pixels transparent. +# have a `window-shader-fg` that could turn opaque pixels transparent. # +# Default: false # force-win-blend = false # Do not use EWMH to detect fullscreen windows. # Reverts to checking if a window is fullscreen based only on its size and coordinates. # -# no-ewmh-fullscreen = false +# Default: false +no-ewmh-fullscreen = false # Dimming bright windows so their brightness doesn't exceed this set value. # Brightness of a window is estimated by averaging all pixels in the window, # so this could comes with a performance hit. -# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. (default: 1.0) +# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. # +# Default: 1.0 (disabled) # max-brightness = 1.0 # Make transparent windows clip other windows like non-transparent windows do, -# instead of blending on top of them. +# instead of blending on top of them. e.g. placing a transparent window on top +# of another window will cut a "hole" in that window, and show the desktop background +# underneath. # +# Default: false # transparent-clipping = false -# Specify a list of conditions of windows that should never have transparent -# clipping applied. Useful for screenshot tools, where you need to be able to -# see through transparent parts of the window. -# -# transparent-clipping-exclude = [] - # Set the log level. Possible values are: # "trace", "debug", "info", "warn", "error" -# in increasing level of importance. Case doesn't matter. +# in increasing level of importance. Case insensitive. # If using the "TRACE" log level, it's better to log into a file # using *--log-file*, since it can generate a huge stream of logs. # -# log-level = "debug" -log-level = "warn"; +# Default: "warn" +# log-level = "warn"; # Set the log file. # If *--log-file* is never specified, logs will be written to stderr. @@ -430,71 +276,351 @@ log-level = "warn"; # # log-file = "/path/to/your/log/file" -# Show all X errors (for debugging) -# show-all-xerrors = false - # Write process ID to a file. # write-pid-path = "/path/to/your/log/file" - -# Window type settings -# -# 'WINDOW_TYPE' is one of the 15 window types defined in EWMH standard: -# "unknown", "desktop", "dock", "toolbar", "menu", "utility", -# "splash", "dialog", "normal", "dropdown_menu", "popup_menu", -# "tooltip", "notification", "combo", and "dnd". -# -# Following per window-type options are available: :: -# -# fade, shadow::: -# Controls window-type-specific shadow and fade settings. -# -# opacity::: -# Controls default opacity of the window type. -# -# focus::: -# Controls whether the window of this type is to be always considered focused. -# (By default, all window types except "normal" and "dialog" has this on.) -# -# full-shadow::: -# Controls whether shadow is drawn under the parts of the window that you -# normally won't be able to see. Useful when the window has parts of it -# transparent, and you want shadows in those areas. -# -# clip-shadow-above::: -# Controls whether shadows that would have been drawn above the window should -# be clipped. Useful for dock windows that should have no shadow painted on top. -# -# redir-ignore::: -# Controls whether this type of windows should cause screen to become -# redirected again after been unredirected. If you have unredir-if-possible -# set, and doesn't want certain window to cause unnecessary screen redirection, -# you can set this to `true`. -# - -wintypes : -{ - tooltip : - { - animation = "squeeze"; - }; - popup_menu : - { - animation = "slide-up"; - }; - dropdown_menu : - { - animation = "slide-down"; - }; - dialog : - { - animation = "squeeze"; - }; - menu : - { - animation = "slide-down"; - }; - notification : - { - animation = "squeeze"; - }; -}; +# Rule-based per-window options. +# +# See WINDOW RULES section in the man page for how these work. +rules: ({ + match = "focused"; +}, { + match = "window_type = 'normal'"; + shader = "/home/marcellus/.config/picom/pixelize.glsl"; + animations = ({ + # Pop in + # Options + duration = 0.5; + opacity-duration = 0.5; + initial-scale = 0.8; + + triggers = ["open", "show"]; + anim-curve = { + curve = "cubic-bezier(0, 1.5, 1, 1)"; + start = 0; + end = 1; + duration = "duration"; + } + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 0; + end = 1; + duration = "opacity-duration"; + } + scale-x = "anim-curve * (1 - initial-scale) + initial-scale"; + scale-y = "anim-curve * (1 - initial-scale) + initial-scale"; + offset-x = "(1 - scale-x) / 2 * window-width" + offset-y = "(1 - scale-y) / 2 * window-height" + + opacity = "opacity-curve"; + shadow-offset-x = "offset-x"; + shadow-offset-y = "offset-y"; + shadow-scale-x = "scale-x"; + shadow-scale-y = "scale-y"; +}) +#}, { +# match = "class_g = 'Polybar'"; +# shader = "/home/kz87/Code/picom-shaders/default.glsl"; +#}, { +# match = "class_g = 'GLWall'"; +# shader = "/home/kz87/Code/picom-shaders/Practical/disable_post.glsl"; +}, { + match = "class_g = 'i3lock'"; + shader = "/home/marcellus/.config/picom/lock.glsl"; +}, { + match = "class_g = 'i3lock'"; + animations = ({ + # Slow fade in + opacity-duration = 1; + initial-opacity = 0; + + triggers = ["open", "show"]; + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 0; + end = 1; + duration = "opacity-duration"; + } + + opacity = "opacity-curve"; + }, { + # Slow fade out + opacity-duration = 1; + initial-opacity = 0; + + triggers = ["close", "hide"]; + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 1; + end = 0; + duration = "opacity-duration"; + } + + opacity = "opacity-curve"; + }) +}, { + match = "class_g = 'librewolf' || " + "class_g = 'vlc' || " + "class_g = 'Pqiv' || " + "class_g = 'i3lock' || " + "class_g = 'mpv' || " + "class_g = 'sm64ex' || " + "class_g = 'Discord' || " + "class_g = 'love' || " + "class_g = 'MPlayer' || " + "name *= 'Eww'"; + unredir = false; +}, { + match = "window_type = 'unknown' || " + "window_type = 'desktop' || " + "window_type = 'toolbar' || " + "window_type = 'menu' || " + "window_type = 'utility' || " + "window_type = 'splash' || " + "window_type = 'dialog' || " + "window_type = 'dropdown_menu' || " + "window_type = 'popup_menu' || " + "window_type = 'tooltip' || " + "window_type = 'toolbar' || " + "window_type = 'combo' || " + "window_type = 'dnd' || " + "class_g = 'Pqiv' || " + "class_g = 'GLWall' || " + "class_g = 'mpv' || " + "class_g = 'Eww' || " + "class_g = 'eww' || " + "class_g = 'i3lock' || " + "fullscreen" ; + corner-radius = 0; +}, { + match = "window_type = 'unknown' || " + "window_type = 'desktop' || " + "window_type = 'toolbar' || " + "window_type = 'normal ' || " + "window_type = 'notification' || " + "window_type = 'menu' || " + "window_type = 'utility' || " + "window_type = 'splash' || " + "window_type = 'dialog' || " + "window_type = 'dropdown_menu' || " + "window_type = 'popup_menu' || " + "window_type = 'tooltip' || " + "window_type = 'toolbar' || " + "window_type = 'combo' || " + "window_type = 'dnd' || " + "class_g = 'Pqiv' || " + "class_g = 'GLWall' || " + "class_g = 'mpv' || " + "class_g = 'Eww' || " + "class_g = 'eww' || " + "class_g = 'ghostty' || " + "class_g = 'librewolf'"; + blur-background = false; + full-shadow = false; +}, { + match = "window_type = 'tooltip' ||" + "window_type = 'dnd' ||" + "window_type = 'notification' ||" + "window_type = 'dock'"; + full-shadow = false; +}, { + match = "class_g = 'scrot'"; + full-shadow = false; +}, { + match = "class_g = 'ghostty'"; + full-shadow = true; +}, { + match = "class_g = 'i3lock'"; + animations = ({ + triggers = ["open", "show"]; + anim-duration = 0.2; + offset-y = { + curve = "cubic-bezier(0, 1, 1, 1)"; + start = "- window-height"; + end = 0; + duration = "anim-duration"; + }; + opacity = { + end = 1; + start = 1; + duration = "anim-duration"; + }; + shadow-offset-y = "offset-y"; + shadow-opacity = "opacity"; + }, { + triggers = ["close", "hide"]; + anim-duration = 0.4; + offset-y = { + curve = "cubic-bezier(1, 0, 1, 1)"; + start = 0; + end = "- window-height"; + duration = "anim-duration"; + }; + shadow-offset-y = "offset-y"; + opacity = { + end = 1; + start = 1; + duration = "anim-duration"; + }; + shadow-opacity = "opacity"; + }); +#}, { + match = "window_type = 'notification'"; + animations = ({ + triggers = ["close", "hide"]; + preset = "disappear"; + scale = 1.4; + duration = 0.2; + }); +}, { +# match = "window_type = 'notification'"; +# animations = ({ +# triggers = ["close", "hide"]; +# }); +}, { + match = "class_g = 'dmenu'"; + shader = "/home/marcellus/.config/picom/glass.glsl"; + + animations = ({ + duration = 0.5; + triggers = ["open", "show"]; + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 0; + end = 1; + duration = "duration"; + } + opacity="opacity-curve"; + }, { + duration = 0.5; + triggers = ["close", "hide"]; + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 1; + end = 0; + duration = "duration"; + } + opacity="opacity-curve"; + }); +}, { + match = "window_type = 'popup_menu' ||" + "window_type = 'tooltip' ||" + "window_type = 'dropdown_menu'"; + animations = ({ + triggers = ["open", "show"]; + preset = "slide-in"; + direction = "up"; + duration = 0.1; + }, { + triggers = ["close", "hide"]; + preset = "slide-out"; + direction = "up"; + duration = 0.1; + }); + opacity = 0.8; + shader = "/home/marcellus/.config/picom/default.glsl"; +}) + +animations = ({ + # Pop in + # Options + duration = 0.5; + opacity-duration = 0.5; + initial-scale = 0.8; + + triggers = ["open", "show"]; + anim-curve = { + curve = "cubic-bezier(0, 1.5, 1, 1)"; + start = 0; + end = 1; + duration = "duration"; + } + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 0; + end = 1; + duration = "opacity-duration"; + } + scale-x = "anim-curve * (1 - initial-scale) + initial-scale"; + scale-y = "anim-curve * (1 - initial-scale) + initial-scale"; + offset-x = "(1 - scale-x) / 2 * window-width" + offset-y = "(1 - scale-y) / 2 * window-height" + + opacity = "opacity-curve"; + shadow-offset-x = "offset-x"; + shadow-offset-y = "offset-y"; + shadow-scale-x = "scale-x"; + shadow-scale-y = "scale-y"; +}, { + # Pop-out + # Options + duration = 0.5; + opacity-duration = 0.5; + initial-scale = 0.8; + + triggers = ["hide"]; + anim-curve = { + curve = "cubic-bezier(0, 0, 1, -0.5)"; + start = 1; + end = 0; + duration = "duration"; + } + opacity-curve = { + curve = "cubic-bezier(0.5, 0.5, 0.5, 0.5)"; + start = 1; + end = 0; + duration = "opacity-duration"; + } + scale-x = "anim-curve * (1 - initial-scale) + initial-scale"; + scale-y = "anim-curve * (1 - initial-scale) + initial-scale"; + offset-x = "(1-scale-x) / 2 * window-width" + offset-y = "(1-scale-y) / 2 * window-height" + + opacity = "opacity-curve"; + shadow-offset-x = "offset-x"; + shadow-offset-y = "offset-y"; + shadow-scale-x = "scale-x"; + shadow-scale-y = "scale-y"; +}, { + triggers = ["close"]; + preset = "disappear"; + scale = 1.4; + duration = 0.5; +}, { + triggers = ["geometry"]; + duration = 0.3; + scale-x = { + curve = "cubic-bezier(0, 1, 1, 1)"; + duration = "duration"; + start = "window-width-before / window-width"; + end = 1; + }; + scale-y = { + curve = "cubic-bezier(0, 1, 1, 1)"; + duration = "duration"; + start = "window-height-before / window-height"; + end = 1; + }; + shadow-scale-x = "scale-x"; + shadow-scale-y = "scale-y"; + offset-x = { + curve = "cubic-bezier(0, 1, 1, 1)"; + duration = "duration"; + start = "window-x-before - window-x"; + end = 0; + }; + offset-y = { + curve = "cubic-bezier(0, 1, 1, 1)"; + duration = "duration"; + start = "window-y-before - window-y"; + end = 0; + }; + shadow-offset-x = "offset-x"; + shadow-offset-y = "offset-y"; +}) + +# `@include` directive can be used to include additional configuration files. +# Relative paths are search either in the parent of this configuration file +# (when the configuration is loaded through a symlink, the symlink will be +# resolved first). Or in `$XDG_CONFIG_HOME/picom/include`. +# +# @include "extra.conf" diff --git a/picom/pixelize.glsl b/picom/pixelize.glsl new file mode 100644 index 0000000..6e6207e --- /dev/null +++ b/picom/pixelize.glsl @@ -0,0 +1,71 @@ +#version 330 + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + + +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); + +/* +These shaders use a sorta hacky way to use the changing +window opacity you might set on picom.conf animation rules +to perform animations. + +Basically, when a window get's mapped, we make it's alpha +go from 0 to 1, so, using the default_post_processing to get that alpha +we can get a variable going from 0 (start of mapping animation) +to 1 (end of mapping animation) + +You can also set up your alpha value to go from 1 to 0 in picom when +a window is closed, effectively reversing the animations described here +*/ + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// If you have semitransparent windows (like a terminal) +// You can use the below function to add an opacity threshold where the +// animation won't apply. For example, if you had your terminal +// configured to have 0.8 opacity, you'd set the below variable to 0.8 +float max_opacity = 0.9; +float opacity_threshold(float opacity) +{ + // if statement jic? + if (opacity >= max_opacity) + { + return 1.0; + } + else + { + return min(1, opacity/max_opacity); + } + +} + +vec4 anim(float time) { +// block size shrinks from 40→1 + float block = mix(40.0, 1.0, time); + vec2 uvb = floor(texcoord / block) * block + block/2; + vec4 c = texelFetch(tex, ivec2(uvb), 0); + return c; +} + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + c = default_post_processing(c); + float opacity = opacity_threshold(c.w); + if (opacity != 1.0) + { + c = anim(opacity); + } + return default_post_processing(c); +} diff --git a/picom/sdf_mask.glsl b/picom/sdf_mask.glsl new file mode 100644 index 0000000..3e73770 --- /dev/null +++ b/picom/sdf_mask.glsl @@ -0,0 +1,131 @@ +#version 330 + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + + +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); + +/* +These shaders use a sorta hacky way to use the changing +window opacity you might set on picom.conf animation rules +to perform animations. + +Basically, when a window get's mapped, we make it's alpha +go from 0 to 1, so, using the default_post_processing to get that alpha +we can get a variable going from 0 (start of mapping animation) +to 1 (end of mapping animation) + +You can also set up your alpha value to go from 1 to 0 in picom when +a window is closed, effectively reversing the animations described here +*/ + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// If you have semitransparent windows (like a terminal) +// You can use the below function to add an opacity threshold where the +// animation won't apply. For example, if you had your terminal +// configured to have 0.8 opacity, you'd set the below variable to 0.8 +float max_opacity = 0.8; +float opacity_threshold(float opacity) +{ + // if statement jic? + if (opacity >= max_opacity) + { + return 1.0; + } + else + { + return min(1, opacity/max_opacity); + } + +} + +// NEW anim function: Morphing Distance-Field Mask (Wobbly Circle) +vec4 anim(float progress) { + + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + + // Early exit for fully transparent or fully opaque states + if (progress <= 0.001) { // Beginning of reveal / End of conceal + c.a = 0.0; + return c; + } + if (progress >= 0.999) { // End of reveal / Beginning of conceal + return c; // Original alpha, effect is complete + } + + vec2 p_centered = texcoord - vec2(window_center); // Pixel coords relative to center + + // --- SDF Parameters --- + // Max radius needed to cover the window from the center to a corner + float max_coverage_radius = length(vec2(window_size) * 0.5) * 1.05; // 5% margin + + // Easing for progress (e.g., ease-in: starts slow, speeds up) + float eased_progress = progress * progress; + // float eased_progress = sqrt(progress); // Alternative: ease-out + // float eased_progress = progress; // Alternative: linear + + float base_radius = eased_progress * max_coverage_radius; + + // --- Wobble Parameters --- + float angle = atan(p_centered.y, p_centered.x); // Angle of pixel from center + + float spatial_freq = 7.0; // Number of wobbles around circumference + float wobble_anim_speed = 10.0; // How fast wobbles change with progress + // Wobble amplitude (as a factor of base_radius), decreases as reveal completes + float wobble_amplitude_factor = 0.15 * (1.0 - eased_progress * 0.7); + + // Wobble animation phase based on progress + float wobble_phase = progress * wobble_anim_speed; + + float radius_offset = sin(angle * spatial_freq + wobble_phase) * + base_radius * wobble_amplitude_factor; + + float effective_radius = base_radius + radius_offset; + + // --- SDF Calculation (Circle) --- + // Distance from current pixel to the center of the coordinate system (p_centered) + float dist_from_center = length(p_centered); + // SDF value: negative inside the shape, positive outside + float sdf_value = dist_from_center - effective_radius; + + // --- Alpha Masking --- + float edge_softness = 15.0; // Softness of the mask edge in pixels + + // Create mask: 1.0 inside (visible), 0.0 outside (transparent) + // smoothstep transitions from 0 to 1 as sdf_value goes from 0 to edge_softness + // So, for sdf_value < 0 (inside), mask is 1.0. + // For sdf_value > edge_softness (far outside), mask is 0.0. + float mask = 1.0 - smoothstep(0.0, edge_softness, sdf_value); + + c.a *= mask; // Apply the mask to the original alpha + + return c; +} + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + c = default_post_processing(c); + float opacity = opacity_threshold(c.w); + if (opacity == 0.0) + { + return c; + } + vec4 anim_c = anim(opacity); + if (anim_c.w < max_opacity) + { + return vec4(0); + } + return default_post_processing(anim_c); +} |
