Make glpaper work
This commit is contained in:
parent
0c7b7df6f0
commit
760759714f
|
@ -0,0 +1,73 @@
|
|||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef GLSLVIEWER
|
||||
uniform float u_time;
|
||||
uniform vec2 u_resolution;
|
||||
#endif
|
||||
#ifndef GLSLVIEWER
|
||||
uniform float time;
|
||||
uniform vec2 resolution;
|
||||
#endif
|
||||
|
||||
// Control variables
|
||||
const float scale_factor = 0.55;
|
||||
const float squish_factor = 3.0;
|
||||
const float time_factor = -0.025;
|
||||
const float dim_factor = 0.2;
|
||||
|
||||
vec4 simpleAlphaCompositing (vec4 source, vec4 backdrop) {
|
||||
float final_alpha = source.a + backdrop.a * (1.0 - source.a);
|
||||
return vec4(
|
||||
(source.rgb * source.a + backdrop.rgb * backdrop.a * (1.0 - source.a)) / final_alpha,
|
||||
final_alpha
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
vec4 getColor(vec4 input_color, float speed, float freq, float amp, vec2 uv, float phase_offset) {
|
||||
#ifdef GLSLVIEWER
|
||||
float time = u_time;
|
||||
#endif
|
||||
float y = uv.y + (time * time_factor * speed);
|
||||
float d = uv.x - amp * scale_factor * sin(phase_offset + y * squish_factor * freq);
|
||||
float value = clamp((0.01 / (d * d)) * dim_factor, 0.0, 1.0);
|
||||
input_color.a = value;
|
||||
return input_color;
|
||||
}
|
||||
|
||||
void main( void ) {
|
||||
#ifdef GLSLVIEWER
|
||||
float time = u_time;
|
||||
vec2 resolution = u_resolution;
|
||||
#endif
|
||||
vec2 uv = (gl_FragCoord.xy * 2. - resolution) / resolution.y;
|
||||
float tmp_x = uv.x;
|
||||
float tmp_y = uv.y;
|
||||
uv.x = tmp_y;
|
||||
uv.y = tmp_x;
|
||||
vec4 background = vec4((24.0/255.0), (73.0/255.0), (86.0/255.0), 0.0);
|
||||
vec4 colors[3];
|
||||
colors[0] = vec4((250.0/255.0), (87.0/255.0), (80.0/255.0), 0.0);
|
||||
colors[1] = vec4((117.0/255.0),(185.0/255.0),(56.0/255.0), 0.0);
|
||||
colors[2] = vec4((70.0/255.0),(149.0/255.0),(247.0/255.0),0.0);
|
||||
// Relative travel speeds
|
||||
vec3 speeds = vec3(1.0, 1.2, 0.8);
|
||||
// Relative frequency
|
||||
vec3 freqs = vec3(1.0, 1.2, 0.8);
|
||||
// Relative amplitude
|
||||
vec3 amps = vec3(1.0, 1.5, 0.5);
|
||||
// Generate the color maps
|
||||
for (int i = 0; i < 3; i++) {
|
||||
colors[i] = getColor(colors[i], speeds[i], freqs[i], amps[i], uv, 0.0);
|
||||
background.a += colors[i].a;
|
||||
}
|
||||
// Mix the colors
|
||||
background.a = 1.0 - clamp(background.a, 0.0, 1.0);
|
||||
vec4 color = simpleAlphaCompositing(colors[0], vec4(0.0, 0.0, 0.0, 1.0));
|
||||
color = simpleAlphaCompositing(colors[1], color);
|
||||
color = simpleAlphaCompositing(colors[2], color);
|
||||
vec4 result = simpleAlphaCompositing(background, color);
|
||||
gl_FragColor = result;
|
||||
}
|
|
@ -44,6 +44,12 @@
|
|||
subpixel = "rgb";
|
||||
};
|
||||
};
|
||||
startup = [
|
||||
# GLPaper
|
||||
{ command = "glpaper DP-1 ${../custom-files/sway/selen.frag} --fork"; }
|
||||
{ command = "glpaper DP-3 ${../custom-files/sway/selen.frag} --fork"; }
|
||||
{ command = "glpaper HDMI-A-1 ${../custom-files/sway/selen.frag} --fork"; }
|
||||
];
|
||||
};
|
||||
# Mako output configuration
|
||||
programs.mako = {
|
||||
|
|
|
@ -148,11 +148,14 @@
|
|||
# Clpy entire output to clipboard
|
||||
"${modifer}+Alt+x" = "exec ${pkgs.sway-contrib.grimshot}/bin/grimshot copy output";
|
||||
};
|
||||
# Startup applications
|
||||
startup = [
|
||||
# Albert, the launcher
|
||||
{ command = "albert"; }
|
||||
# Mako, the notification daemon
|
||||
{ command = "mako"; }
|
||||
];
|
||||
};
|
||||
extraConfig = ''
|
||||
exec albert
|
||||
exec mako
|
||||
'';
|
||||
};
|
||||
# Mako for notifications
|
||||
programs.mako = {
|
||||
|
|
Loading…
Reference in New Issue