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-rw-r--r--.local/share/kaomoji6
-rw-r--r--Xdefaults2
-rwxr-xr-xconfig/bspwm/bspwmrc10
-rw-r--r--config/gtk-3.0/settings.ini2
-rw-r--r--config/picom/picom.conf509
-rw-r--r--config/picom/shaders/OldCRT.glsl190
-rw-r--r--config/picom/shaders/bg.glsl138
-rw-r--r--config/picom/shaders/cross.glsl335
-rw-r--r--config/picom/shaders/cube.glsl373
-rw-r--r--config/picom/shaders/default_anim.glsl70
-rw-r--r--config/picom/shaders/dither.glsl127
-rw-r--r--config/picom/shaders/glass.glsl165
-rw-r--r--config/picom/shaders/glitch.glsl85
-rw-r--r--config/picom/shaders/glitch_animation.glsl126
-rw-r--r--config/picom/shaders/matrix_dissolve.glsl78
-rw-r--r--config/picom/shaders/pixelize.glsl72
-rwxr-xr-xconfig/picom/shaders/pixelize_median.glsl85
-rw-r--r--config/picom/shaders/plane.glsl266
-rw-r--r--config/picom/shaders/sdf_mask.glsl131
-rw-r--r--config/picom/shaders/shiny.glsl33
-rw-r--r--config/picom/shaders/terminal_vignette.glsl58
-rwxr-xr-xconfig/polybar/launch.sh21
-rw-r--r--config/rofi/colors.rasi (renamed from config/rofi/colors-rofi-dark.rasi)21
-rw-r--r--config/rofi/config.rasi2
-rw-r--r--config/rofi/launcher.rasi174
-rw-r--r--config/sxhkd/sxhkdrc26
-rw-r--r--config/vim/vimrc113
-rwxr-xr-xdeploy.sh2
-rw-r--r--gtkrc-2.02
-rw-r--r--mkshrc4
-rw-r--r--profile2
-rwxr-xr-xscripts/launcher8
-rwxr-xr-xscripts/mpc_picker35
-rwxr-xr-xscripts/toggle-mic.sh4
-rwxr-xr-xscripts/xrandr.sh35
-rw-r--r--st/davidovski.patch1180
36 files changed, 3120 insertions, 1370 deletions
diff --git a/.local/share/kaomoji b/.local/share/kaomoji
index b03258a..8e98b20 100644
--- a/.local/share/kaomoji
+++ b/.local/share/kaomoji
@@ -1,3 +1,7 @@
+ᵔᴗᵔ smile
+ᐢᗜᐢ :D
+˘ᗜ˘ :D
+˃ᗜ˂ smile
ʕ•ₒ•ʔ Bear Shocked
ʕ•ᴥ•ʔ Bear
ʕ ·ᴥ·ʔ RBear
@@ -451,4 +455,4 @@ o(>< )o⌒* Mad (3)
(;^_^)ッ☆( ゜o゜) Slapping
\(~O~)/ Good Morning
\_(´▽`)♪_/ Bathtub
-( • )( • )ԅ(≖‿≖ԅ) BOOB
+( • )( • )ԅ(≖‿≖ԅ) BOOB
diff --git a/Xdefaults b/Xdefaults
index 8364b21..43aae41 100644
--- a/Xdefaults
+++ b/Xdefaults
@@ -57,7 +57,7 @@ dzen2.font: mononoki
URxvt*depth: 32
! *.font: mononoki:minispace=False:size=10:antialias=true
-*.font: FiraMono Nerd Font:minispace=False:size=10:antialias=true
+*.font: FiraMono Nerd Font:size=10:antialias=true
URxvt.font: font1,font2,font3,font4
URxvt.boldFont: font1:style=bold,font2:style=bold,font3:style=bold,font4
diff --git a/config/bspwm/bspwmrc b/config/bspwm/bspwmrc
index c138806..bc49ff3 100755
--- a/config/bspwm/bspwmrc
+++ b/config/bspwm/bspwmrc
@@ -11,11 +11,17 @@ xsetroot -cursor_name left_ptr &
xrdb ~/.config/Xdefaults
pgrep -x sxhkd > /dev/null || sxhkd &
-pgrep -x picom > /dev/null || picom &
+pgrep -x picom > /dev/null || picom --root-pixmap-shader "/home/x/.config/picom/shaders/glitch.glsl" &
pgrep -x xss-lock > /dev/null || xss-lock slock &
pgrep -x bg.sh > /dev/null || $HOME/.scripts/bg.sh > /dev/null &
-[ -f "$HOME/.config/xrandr.sh" ] && . $HOME/.config/xrandr.sh
+if [ -f "$HOME/.config/xrandr.sh" ] ; then
+ . $HOME/.config/xrandr.sh
+else
+ if [ -f "$HOME/.scripts/xrandr.sh" ] ; then
+ . $HOME/.scripts/xrandr.sh
+ fi
+fi
primary=$(bspc query --monitors -m primary)
set -- a b c d e f g h i j k l m n o
diff --git a/config/gtk-3.0/settings.ini b/config/gtk-3.0/settings.ini
index 416e679..d2972d4 100644
--- a/config/gtk-3.0/settings.ini
+++ b/config/gtk-3.0/settings.ini
@@ -6,7 +6,7 @@ gtk-cursor-theme-size=24
gtk-decoration-layout=icon:minimize,maximize,close
gtk-enable-animations=true
gtk-fallback-icon-theme=gnome
-gtk-font-name=mononoki 10
+gtk-font-name=FiraMono Nerd Font 10
gtk-icon-theme-name=Vimix-dark
gtk-menu-images=1
gtk-primary-button-warps-slider=false
diff --git a/config/picom/picom.conf b/config/picom/picom.conf
index 1179a80..87c0383 100644
--- a/config/picom/picom.conf
+++ b/config/picom/picom.conf
@@ -1,121 +1,67 @@
#################################
-# Corners #
-#################################
-# requires: https://github.com/sdhand/compton
-corner-radius = 4;
-round-borders = 0;
-
-# Specify a list of border width rules, in the format `PIXELS:PATTERN`,
-# Note we don't make any guarantee about possible conflicts with the
-# border_width set by the window manager.
-#
-# example:
-# round-borders-rule = [ "2:class_g = 'URxvt'" ];
-#
-round-borders-rule = [
-];
-
-#################################
# Shadows #
#################################
-
-# Enabled client-side shadows on windows. Note desktop windows
-# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
+# 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 = true;
-# The blur radius for shadows, in pixels. (defaults to 12)
-# shadow-radius = 12
-shadow-radius = 20;
-
-# The opacity of shadows. (1.0 - 1.0, defaults to 0.75)
-shadow-opacity = 0.7;
-
-# The left offset for shadows, in pixels. (defaults to -15)
-# shadow-offset-x = -15
-shadow-offset-x = -20;
-
-# The top offset for shadows, in pixels. (defaults to -15)
-# shadow-offset-y = -15
-shadow-offset-y = -20;
-
-# Don't draw shadows on drag-and-drop windows. This option is deprecated,
-# you should use the *wintypes* option in your config file instead.
+# The blur radius for shadows, in pixels.
#
-#no-dnd-shadow = true
-#no-dock-shadow = false
-
-# Red color value of shadow (0.0 - 1.0, defaults to 0).
-#shadow-red = 0.86328125
-
-# Green color value of shadow (0.0 - 1.0, defaults to 0).
-#shadow-green = 0.2109375
-
-# Blue color value of shadow (0.0 - 1.0, defaults to 0).
-#shadow-blue = 0.015625
+# Default: 12
+shadow-radius = 12;
-# Do not paint shadows on shaped windows. Note shaped windows
-# here means windows setting its shape through X Shape extension.
-# Those using ARGB background is beyond our control.
-# Deprecated, use
-# shadow-exclude = 'bounding_shaped'
-# or
-# shadow-exclude = 'bounding_shaped && !rounded_corners'
-# instead.
+# The opacity of shadows.
#
-# shadow-ignore-shaped = ''
+# Range: 0.0 - 1.0
+# Default: 0.75
+# shadow-opacity = .75
-# Specify a list of conditions of windows that should have no shadow.
+# The left offset for shadows, in pixels.
#
-# examples:
-# shadow-exclude = "n:e:Notification";
+# Default: -15
+shadow-offset-x = -7;
+
+# The top offset for shadows, in pixels.
#
-# shadow-exclude = []
-shadow-exclude = [
- "_GTK_FRAME_EXTENTS@:c",
- #"_NET_WM_STATE@:32a"
-];
+# Default: -15
+shadow-offset-y = -7;
-# 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 Xinerama screen to the screen.
-# xinerama-shadow-crop = false
+# 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
#################################
# Fading #
#################################
-
# Fade windows in/out when opening/closing and when opacity changes,
-# unless no-fading-openclose is used.
-# fading = false
-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;
+fade-in-step = 0.012;
# 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;
+fade-out-step = 0.012;
# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
-fade-delta = 4
-
-# Specify a list of conditions of windows that should not be faded.
-# don't need this, we disable fading for all normal windows with wintypes: {}
-fade-exclude = [
- "class_g = 'slop'" # maim
-]
+fade-delta = 2
# Do not fade on window open/close.
# no-fading-openclose = false
@@ -128,321 +74,252 @@ fade-exclude = [
# Transparency / Opacity #
#################################
-
-# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
-# inactive-opacity = 1
-
-# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
-# frame-opacity = 1.0
-
-# Default opacity for dropdown menus and popup menus. (0.0 - 1.0, defaults to 1.0)
-# menu-opacity = 1.0
-
-# Let inactive opacity set by -i override the '_NET_WM_OPACITY' values of windows.
-# inactive-opacity-override = true
-inactive-opacity-override = true;
-
-# 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 always be considered focused.
-# focus-exclude = []
-focus-exclude = [
- "class_g = 'slop'" # maim
-];
+# Opacity of window titlebars and borders.
+#
+# Range: 0.1 - 1.0
+# Default: 1.0 (disabled)
+frame-opacity = 0.7;
# 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 = [ "80:class_g = 'URxvt'" ];
#
-# opacity-rule = []
-opacity-rule = [
- "100:class_g = 'slop'", # maim
-];
-
+# Default: false
+# inactive-dim-fixed = true
#################################
-# Background-Blurring #
+# Corners #
#################################
+# Sets the radius of rounded window corners. When > 0, the compositor will
+# round the corners of windows. Does not interact well with
+# `transparent-clipping`.
+#
+# Default: 0 (disabled)
+corner-radius = 0
+
+#################################
+# Blur #
+#################################
-# Parameters for background blurring, see the *BLUR* section for more information.
-# blur-method = gaussian
+# Parameters for background blurring, see BLUR section in the man page for more information.
+# blur-method =
# blur-size = 12
#
# 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.
+# Blur background of semi-transparent / ARGB windows.
+# Can be set per-window using rules.
#
-blur-background = true;
+# Default: false
+# blur-background = false
-# Blur background of windows when the window frame is not opaque.
+# 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
#
-# blur-background-frame = false;
-
+# Default: false
+# blur-background-frame = false
# Use fixed blur strength rather than adjusting according to window opacity.
-# blur-background-fixed = false;
+#
+# 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";
-
-blur: {
- # requires: https://github.com/ibhagwan/picom
- #method = "none";
- method = "kawase";
- strength = 3;
- deviation = 1.0;
- background = true;
- background-frame = false;
- background-fixed = false;
- kern = "3x3box";
-}
-
-# Exclude conditions for background blur.
-blur-background-exclude = [
- "class_g != 'St'",
- "_GTK_FRAME_EXTENTS@:c"
-];
-
+# 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 = true
+# daemon = false
-# Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
-# `xrender` is the default one.
+# Specify the backend to use: `xrender`, `glx`, or `egl`.
#
-experimental-backends = true;
-backend = "glx";
+# Default: "xrender"
+backend = "glx"
-vsync = false
+# Use higher precision during rendering, and apply dither when presenting the
+# rendered screen. Reduces banding artifacts, but may cause performance
+# degradation. Only works with OpenGL.
+dithered-present = false;
-# Enable remote control via D-Bus. See the *D-BUS API* section below for more details.
-# dbus = false
-
-# Try to detect WM windows (a non-override-redirect window with no
-# child that has 'WM_STATE') and mark them as active.
+# Enable/disable VSync.
#
-# 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
+# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
+# Has nothing to do with `corner-radius`.
+#
+# Default: false
detect-rounded-corners = true;
-# Detect '_NET_WM_OPACITY' on client windows, useful for window managers
-# not passing '_NET_WM_OPACITY' of client windows to frame windows.
+# 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;
-# Specify refresh rate of the screen. If not specified or 0, picom will
-# try detecting this with X RandR extension.
-#
-# refresh-rate = 60
-refresh-rate = 0
-
-# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
-# boost performance. This should not be used with
-# vsync drm/opengl/opengl-oml
-# as they essentially does sw-opti's job already,
-# unless you wish to specify a lower refresh rate than the actual value.
-#
-# sw-opti =
-
-# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
-# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
+# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
+# rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate,
# provided that the WM supports it.
#
+# Default: false
# use-ewmh-active-win = false
-# 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. paint-on-overlay may make the flickering less obvious.
+# 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 = true
+# Default: false
+# unredir-if-possible = false
-# 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
+# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# in the same group focused at the same time.
#
-# detect-transient = false
-detect-transient = true
+# Default: false
+detect-transient = true;
-# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
-# group focused at the same time. 'WM_TRANSIENT_FOR' has higher priority if
-# detect-transient is enabled, too.
+# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
+# group focused at the same time. This usually means windows from the same application
+# 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
-detect-client-leader = true
-
-# 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.
+# 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-stencil = false
+# Default: false
+use-damage = 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 X Sync fence to wait for the completion of rendering of other windows,
+# before using their content to render the current screen.
#
-# glx-no-rebind-pixmap = false
-
-# Disable the use of damage information.
-# This cause the whole screen to be redrawn everytime, 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
+# Required for explicit sync drivers, such as nvidia.
#
-# no-use-damage = false
-use-damage = true
+# Default: false
+# xrender-sync-fence = 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.
+# GLX backend: Use specified GLSL fragment shader for rendering window
+# contents. Read the man page for a detailed explanation of the interface.
#
-xrender-sync-fence = true
-
-# GLX backend: Use specified GLSL fragment shader for rendering window contents.
-# See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl`
-# in the source tree for examples.
+# Can be set per-window using rules.
#
-# glx-fshader-win = ''
+#window-shader-fg = "~/.config/picom/shaders/glitch_animation.glsl"
-# Force all windows to be painted with blending. Useful if you
-# have a glx-fshader-win that could turn opaque pixels transparent.
+# Force all windows to be painted with blending. Useful if you
+# 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.
+# Do not use EWMH to detect fullscreen windows.
# Reverts to checking if a window is fullscreen based only on its size and coordinates.
#
+# 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)
+# 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 (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
# Set the log level. Possible values are:
# "trace", "debug", "info", "warn", "error"
-# in increasing level of importance. Case doesn't matter.
-# If using the "TRACE" log level, it's better to log into a file
+# 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 = "info";
+# Default: "warn"
+# log-level = "warn";
# Set the log file.
-# If *--log-file* is never specified, logs will be written to stderr.
-# Otherwise, logs will to written to the given file, though some of the early
-# logs might still be written to the stderr.
+# If *--log-file* is never specified, logs will be written to stderr.
+# Otherwise, logs will to written to the given file, though some of the early
+# logs might still be written to the stderr.
# When setting this option from the config file, it is recommended to use an absolute path.
#
-# log-file = '/path/to/your/log/file'
-
-# Show all X errors (for debugging)
-# show-all-xerrors = false
+# log-file = "/path/to/your/log/file"
# 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.
-#
-# 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:
+# write-pid-path = "/path/to/your/log/file"
+
+# Rule-based per-window options.
+#
+# See WINDOW RULES section in the man page for how these work.
+rules: ({
+ match = "window_type = 'tooltip'";
+ fade = false;
+ shadow = true;
+ opacity = 0.9;
+ full-shadow = false;
+}, {
+ match = "window_type = 'dock' || "
+ "window_type = 'desktop' || "
+ "_GTK_FRAME_EXTENTS@";
+ blur-background = false;
+}, {
+ match = "window_type != 'dock'";
+}, {
+ match = "window_type = 'dock' || "
+ "window_type = 'desktop'";
+ corner-radius = 0;
+}, {
+ match = "name = 'Notification' || "
+ "class_g = 'Conky' || "
+ "class_g ?= 'Notify-osd' || "
+ "class_g = 'Cairo-clock' || "
+ "_GTK_FRAME_EXTENTS@";
+ shadow = false;
+},
{
- normal = { fade = true; shadow = true;}
- tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
- dock = { full-shadow = true; }
- dnd = { shadow = true; }
- popup_menu = { shadow = true; }
- dropdown_menu = { shadow = true; }
-};
-unredir-if-possible = false
+ match = "window_type = 'desktop'";
+ shader = "/home/x/.config/picom/shaders/glitch.glsl";
+},
+{
+ match = "window_type != 'desktop'";
+ shader = "/home/x/.config/picom/shaders/glitch_animation.glsl";
+});
+
+# `@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/config/picom/shaders/OldCRT.glsl b/config/picom/shaders/OldCRT.glsl
new file mode 100644
index 0000000..6e02812
--- /dev/null
+++ b/config/picom/shaders/OldCRT.glsl
@@ -0,0 +1,190 @@
+#version 430
+#define PI 3.1415926538
+uniform float opacity;
+uniform float time;
+
+// Works best with fullscreen windows
+// Made this to play retro games the way god intended
+
+uniform float sc_freq = 0.2; // Frequency for the scanlines
+
+uniform float sc_intensity = 0.6; // Intensity of the scanline effect
+
+uniform bool grid = false; // Whether to also apply scanlines to x axis or not
+
+uniform int distortion_offset = 2; // Pixel offset for red/blue distortion
+
+uniform int downscale_factor = 2; // How many pixels of the window
+ // make an actual "pixel" (or block)
+
+uniform float sph_distance = 500; // Distance from the theoretical sphere
+ // we use for our curvature transform
+
+uniform float curvature = 1.5; // How much the window should "curve"
+
+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 = 1; // Intensity level of the shadow effect (from 1 to 5)
+
+vec4 outside_color = vec4(0 ,0 ,0, opacity); // Color for the outside of the window
+
+float flash_speed = 0; // Speed of flashing effect, set to 0 to deactivate
+
+float flash_intensity = 0.8; // Intensity of flashing effect
+
+
+// You can play with different values for all the variables above
+
+in vec2 texcoord; // texture coordinate of the fragment
+
+uniform sampler2D tex; // texture of the window
+
+ivec2 window_size = textureSize(tex, 0);
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+float radius = (window_size.x/curvature);
+int flash = int(round(flash_speed*time/(10000/window_size.y))) % window_size.y;
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+// Darkens a pixels near the edges
+vec4 darken_color(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 brightness = 1;
+ brightness *= -pow((distances_from_center.y/window_center.y)*shadow_cutoff,
+ (5/shadow_intensity)*2)+1;
+ brightness *= -pow((distances_from_center.x/window_center.x)*shadow_cutoff,
+ (5/shadow_intensity)*2)+1;
+ color.xyz *= brightness;
+
+ return color;
+}
+
+// Applies a transformation to our window pixels to simulate
+// a curved screen
+ivec2 curve_coords_spheric(vec2 coords)
+{
+ // Offset coords
+ coords -= window_center;
+ vec2 curved_coords;
+
+ // For this transform imagine a sphere in a 3d space with the
+ // window as a 2d plane tangent to that sphere
+ // For simplicity, we center the sphere at 0,0,0
+ // The coordinates of the projection share x and y with our window pixel
+ // We find Z using the formula for a sphere
+ vec3 projection_coords3d = vec3(coords.x, coords.y,
+ sqrt(pow(radius+sph_distance,2)-
+ pow(coords.x,2)-
+ pow(coords.y,2)));
+
+ // That vector goes from the center of the sphere to the projection of a pixel
+ // of our window onto the sphere's surface
+ // Let's scale it until it hits our window plane
+ projection_coords3d *= ((radius+sph_distance)/projection_coords3d.z);
+ curved_coords = projection_coords3d.xy;
+
+ // Compensate for starting coords offset
+ curved_coords += window_center;
+
+ return ivec2(curved_coords);
+}
+
+
+// Gets a color for a pixel with all the coordinate and
+// downscale changes
+vec4 get_pixel(vec2 coords)
+{
+ // If pixel is at the edge of the window, return a completely black color
+ if (coords.x >=window_size.x-1 || coords.y >=window_size.y-1 ||
+ coords.x <=0 || coords.y <=0)
+ {
+ return outside_color;
+ }
+ vec4 color = texelFetch(tex, ivec2(coords), 0);
+ return default_post_processing(color);
+}
+
+// Gets the color from a downscaled block
+vec4 get_block_color(vec2 coords)
+{
+ // If downscale is set to 1, just return a pixel
+ if (downscale_factor < 2)
+ {
+ return get_pixel(coords);
+ }
+
+ // Relative position of pixel inside the block
+ ivec2 relative_position;
+ relative_position.xy = ivec2(coords).xy % downscale_factor;
+
+ // Average all colors from pixels inside the block
+ vec4 average = vec4(0, 0 , 0, 0);
+ for (int i = 0; i < downscale_factor; i++)
+ {
+ for (int j = 0; j < downscale_factor; j++)
+ {
+ average.xyzw += get_pixel(vec2(coords.x + i - relative_position.x,
+ coords.y + j - relative_position.y));
+ }
+ }
+ average /= pow(downscale_factor, 2);
+
+ return average;
+}
+
+
+// Main shader function
+vec4 window_shader() {
+
+ // Apply curvature transform to coords
+ vec2 curved_coords = curve_coords_spheric(texcoord);
+
+ // Fetch the color
+ vec4 c = get_block_color(curved_coords);
+
+ // Fetch colors from close pixels to apply color distortion
+ vec4 c_right = get_block_color(vec2(curved_coords.x+2, curved_coords.y));
+ vec4 c_left = get_block_color(vec2(curved_coords.x-2, curved_coords.y));
+
+ // Mix red and blue colors
+ c = vec4(c_left.x, c.y, c_right.z, c.w);
+
+ // Apply scanlines
+ c.xyz *= sin(2*PI*sc_freq*(texcoord).y)/(2/sc_intensity) +
+ 1 - sc_intensity/2;
+
+ // Also apply scanlines to x axis if grid is enabled
+ if (grid == true)
+ {
+ c.xyz *= sin(2*PI*sc_freq*(texcoord).x)/(2/sc_intensity) +
+ 1 - sc_intensity/2;
+ }
+
+ // Apply flash
+ if (curved_coords.y >=flash-(window_size.y/10) && curved_coords.y <=flash)
+ {
+ c.xyz *= flash_intensity*(pow(((flash-curved_coords.y)/(window_size.y/10))-1,2)
+ + 1/flash_intensity);
+ }
+
+ // Darken pixel
+ c = darken_color(c, curved_coords);
+ return (c);
+}
diff --git a/config/picom/shaders/bg.glsl b/config/picom/shaders/bg.glsl
new file mode 100644
index 0000000..e15c18d
--- /dev/null
+++ b/config/picom/shaders/bg.glsl
@@ -0,0 +1,138 @@
+#version 330
+
+int delta = 20;
+float barh = 0.05;
+float barw = 0.6;
+int nbar = 8;
+
+float maxoff = 32;
+float minoff = 2;
+float hue = 0.3;
+
+// blinds
+int blinds_spacing = 4;
+int blinds_width = 1;
+float blinds_intensity = 1.2;
+
+in vec2 texcoord; // texture coordinate of the fragment
+
+uniform sampler2D tex; // texture of the window
+ivec2 window_size = textureSize(tex, 0);
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+uniform float time; // Time in miliseconds.
+
+float alpha = round(time/delta); // Like time, but in seconds and resets to
+
+vec4 blinds(vec4 c, vec2 coords) {
+ if (mod(coords.y, blinds_spacing) < blinds_width) {
+ return c * blinds_intensity;
+ }
+
+ return c;
+}
+
+vec3 hueShift( vec3 color, float hueAdjust ){
+
+ const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
+ const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
+ const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
+
+ const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
+ const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
+ const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
+
+ float YPrime = dot (color, kRGBToYPrime);
+ float I = dot (color, kRGBToI);
+ float Q = dot (color, kRGBToQ);
+ float hue = atan (Q, I);
+ float chroma = sqrt (I * I + Q * Q);
+
+ hue += hueAdjust;
+
+ Q = chroma * sin (hue);
+ I = chroma * cos (hue);
+
+ vec3 yIQ = vec3 (YPrime, I, Q);
+
+ return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
+
+}
+
+// Pseudo-random function (from original shader)
+float random(float n) {
+ return fract(sin(n) * 43758.5453f);
+}
+
+float get_box() {
+ float n = random(alpha)*(nbar);
+
+ for(int i=0;i<n;i++){
+ float y = random(mod(alpha, 2048)+i) * window_size.y;
+ float x = random(mod(alpha+128, 2048)+i) * window_size.x;
+ float w = random(mod(alpha+64, 2048)+i) * barw*window_size.x;
+ float h = random(mod(alpha+32, 2048)+i) * barh*window_size.y;
+ if (texcoord.y > y && texcoord.y < y + h
+ && texcoord.x > x && texcoord.x < x + w) {
+ return i*w*h*y*x*n;
+ }
+ }
+ return -1.0f;
+}
+
+float rand_offset(float b) {
+ return (random(b*64) - 0.5) * (maxoff*2);
+}
+
+vec4 window_color(vec2 uv) {
+ return blinds(texelFetch(tex, ivec2(uv), 0), uv);
+}
+
+vec4 window_shader() {
+ float b = get_box();
+
+ if (b == -1.0) {
+ vec4 c = window_color(ivec2(texcoord));
+ return default_post_processing(c);
+ }
+ //b = random(mod(alpha, 2000));
+
+ // Offsets in pixels for each color
+ vec2 uvr = vec2(rand_offset(b*1), rand_offset(b*6));
+ vec2 uvg = vec2(rand_offset(b*2),rand_offset(b*7));
+ vec2 uvb = vec2(rand_offset(b*3),rand_offset(b*8));
+
+
+ // Calculate offset coords
+ uvr += texcoord;
+ uvg += texcoord;
+ uvb += texcoord;
+
+ // Fetch colors using offset coords
+ vec3 offset_color;
+ offset_color.x = window_color(uvr).x;
+ offset_color.y = window_color(uvg).y;
+ offset_color.z = window_color(uvb).z;
+
+ offset_color.x = hueShift(window_color(uvr).xyz, hue).x;
+ offset_color.y = hueShift(window_color(uvg).xyz, hue).y;
+ offset_color.z = hueShift(window_color(uvb).xyz, hue).z;
+
+ offset_color.xyz = hueShift(offset_color.xyz, -hue);
+ // Set the new color
+ vec4 c;
+ c.w = texelFetch(tex, ivec2(uvr), 0).w;
+ c.xyz = offset_color;
+
+ c.xyz = hueShift(c.xyz, random(mod(b, 2000)));
+
+ return default_post_processing(c);
+}
+
diff --git a/config/picom/shaders/cross.glsl b/config/picom/shaders/cross.glsl
new file mode 100644
index 0000000..2241508
--- /dev/null
+++ b/config/picom/shaders/cross.glsl
@@ -0,0 +1,335 @@
+#version 430
+#define PI 3.14159265
+
+// 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;
+};
+
+in vec2 texcoord; // texture coordinate of the fragment
+
+uniform sampler2D tex; // texture of the window
+
+
+uniform float time; // Time in miliseconds.
+
+float time_cyclic = mod(time/10000,2); // Like time, but in seconds and resets to
+ // 0 when it hits 2. Useful for using it in
+ // periodic functions like cos and sine
+// Time variables can be used to change transformations over time
+
+
+ivec2 window_size = textureSize(tex, 0); // Size of the window
+
+float window_diagonal = length(window_size); // Diagonal of the window
+// Try to keep focal offset and translations proportional to window_size components
+// or window_diagonal as you see fit
+
+pinhole_camera camera =
+pinhole_camera(-window_size.y/2, // Focal offset
+ vec3(0,0,0), // Rotations
+ vec3(0,0,0), // Translations
+ vec3(1,1,1), // Deformations
+ // Leave the rest as 0
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Here are some presets you can use
+
+// Moves the camera up and down
+pinhole_camera bobbing =
+pinhole_camera(-window_size.y/2,
+ vec3(0,0,0),
+ vec3(0,cos(time_cyclic*PI)*window_size.y/16,-window_size.y/4),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Rotates camera around the origin
+// Makes the window rotate around the Y axis from the camera's POV
+// (if the window is centered)
+pinhole_camera rotate_around_origin =
+pinhole_camera(-window_diagonal,
+ vec3(0,-time_cyclic*PI-PI/2,0),
+ vec3(cos(time_cyclic*PI)*window_diagonal,
+ 0,
+ sin(time_cyclic*PI)*window_diagonal),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Rotate camera around its center
+pinhole_camera rotate_around_itself =
+pinhole_camera(-window_diagonal,
+ vec3(0,-time_cyclic*PI-PI/2,0),
+ vec3(0,0,-window_diagonal),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Here you can select the preset to use
+pinhole_camera window_cam = rotate_around_origin;
+
+
+
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+// Sets up a camera by applying transformations and
+// calculating xyz vector basis
+pinhole_camera setup_camera(pinhole_camera camera)
+{
+ // 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;
+}
+
+// Gets a pixel from the end of a ray projected to an axis
+vec4 get_pixel_from_projection(float t, int face, pinhole_camera camera, vec3 focal_vector)
+{
+ // If the point we end up in is behind our camera, don't "render" it
+ if (t < 1)
+ {
+ return vec4(0);
+ }
+
+ // 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 a the necessary coordinates and add back offset
+ vec2 cam_coords;
+ switch (face)
+ {
+ case 0:
+ cam_coords = intersection.xy + window_center;
+ break;
+ case 1:
+ cam_coords = intersection.zy + window_center;
+ break;
+ }
+
+ // If pixel is outside of our window region
+ // return a completely transparent color
+ if (cam_coords.x >=window_size.x-1 ||
+ cam_coords.y >=window_size.y-1 ||
+ cam_coords.x <=0 || cam_coords.y <=0)
+ {
+ return vec4(0);
+ }
+
+ // Fetch the pixel
+ vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
+ 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)
+{
+ // 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;
+
+ // We need 2 planes, one for each axis of the cross, they all follow the plane EQ
+ // ax + by + cz + d
+ float a[] = {0,1};
+ float b[] = {0,0};
+ float c[] = {1,0};
+ float d[] = {0,0};
+ // Then there's a line going from our focal point to each of the planes
+ // 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), y(t) and z(t) in the plane EQ
+ // Solving for t we get:
+ vec2 t[2]; // we use a vec2 to also store the plane that was hit
+ for (int i = 0; i < 2; i++)
+ {
+ t[i].x = (d[i]
+ - a[i]*camera.focal_point.x
+ - b[i]*camera.focal_point.y
+ - c[i]*camera.focal_point.z)
+ / (a[i]*focal_vector.x
+ + b[i]*focal_vector.y
+ + c[i]*focal_vector.z);
+ t[i].y = i;
+ }
+
+ // 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 < 2; i++)
+ {
+ // We get the pixel through projection
+ vec4 projection_pixel = get_pixel_from_projection(t[i].x,
+ int(t[i].y),
+ camera,
+ focal_vector);
+ // Blend the pixel using alpha
+ blended_pixels = alpha_composite(projection_pixel, blended_pixels);
+ }
+ return blended_pixels;
+}
+
+// Main function
+vec4 window_shader() {
+ pinhole_camera transformed_cam = setup_camera(window_cam);
+ return(get_pixel_through_camera(texcoord, transformed_cam));
+}
diff --git a/config/picom/shaders/cube.glsl b/config/picom/shaders/cube.glsl
new file mode 100644
index 0000000..8988a7d
--- /dev/null
+++ b/config/picom/shaders/cube.glsl
@@ -0,0 +1,373 @@
+#version 430
+#define PI 3.14159265
+
+// 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;
+};
+
+in vec2 texcoord; // texture coordinate of the fragment
+
+uniform sampler2D tex; // texture of the window
+
+
+uniform float time; // Time in miliseconds.
+
+float time_cyclic = mod(time/10000,2); // Like time, but in seconds and resets to
+ // 0 when it hits 2. Useful for using it in
+ // periodic functions like cos and sine
+
+// Time variables can be used to change transformations over time
+
+
+ivec2 window_size = textureSize(tex, 0); // Size of the window
+
+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
+// Try to keep focal offset and translations proportional to window_size components
+// or window_diagonal as you see fit
+
+pinhole_camera camera =
+pinhole_camera(-window_size.y/2, // Focal offset
+ vec3(0,0,0), // Rotations
+ vec3(0,0,0), // Translations
+ vec3(1,1,1), // Deformations
+ // Leave the rest as 0
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Here are some presets you can use
+
+// Moves the camera up and down
+pinhole_camera bobbing =
+pinhole_camera(-window_size.y/2,
+ vec3(0,0,0),
+ vec3(0,cos(time_cyclic*PI)*window_size.y/16,-window_size.y/4),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Rotates camera around the origin
+// Makes the window rotate around the Y axis from the camera's POV
+// (if the window is centered)
+pinhole_camera rotate_around_origin =
+pinhole_camera(-wss,
+ vec3(PI/6*sin(2*time_cyclic*PI),-time_cyclic*PI-PI/2,0),
+ vec3(cos(time_cyclic*PI)*wss,
+ wss/2*sin(2*time_cyclic*PI),
+ sin(time_cyclic*PI)*wss),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Rotate camera around its center
+pinhole_camera rotate_around_itself =
+pinhole_camera(-wss,
+ vec3(0,-time_cyclic*PI-PI/2,0),
+ vec3(0,0,-wss),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Here you can select the preset to use
+pinhole_camera window_cam = rotate_around_origin;
+
+
+
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+// Sets up a camera by applying transformations and
+// calculating xyz vector basis
+pinhole_camera setup_camera(pinhole_camera camera)
+{
+ // 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;
+}
+
+// Gets a pixel from the end of a ray projected to an axis
+vec4 get_pixel_from_projection(float t, int face, pinhole_camera camera, vec3 focal_vector)
+{
+ // If the point we end up in is behind our camera, don't "render" it
+ if (t < 1)
+ {
+ return vec4(0);
+ }
+
+ // 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
+ // (different cube faces need different coords)
+ vec2 cam_coords;
+ switch (face)
+ {
+ case 0:
+ cam_coords = intersection.xy;
+ break;
+ case 1:
+ cam_coords = intersection.xy;
+ break;
+ case 2:
+ cam_coords = intersection.zy;
+ break;
+ case 3:
+ cam_coords = intersection.zy;
+ break;
+ case 4:
+ cam_coords = intersection.zx;
+ break;
+ case 5:
+ cam_coords = intersection.zx;
+ break;
+ }
+
+ if (window_size.x > window_size.y)
+ {
+ cam_coords.x /= window_size.y/float(window_size.x);
+ cam_coords.xy += window_center.xy;
+ }
+ else if (window_size.x < window_size.y)
+ {
+ cam_coords.y /= window_size.x/float(window_size.y);
+ cam_coords.xy += window_center.xy;
+ }
+ // If pixel is outside of our window region
+ // return a completely transparent color
+ if (cam_coords.x >=window_size.x-1 ||
+ cam_coords.y >=window_size.y-1 ||
+ cam_coords.x <=0 || cam_coords.y <=0)
+ {
+ return vec4(0);
+ }
+
+ // Fetch the pixel
+ vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
+
+ 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)
+{
+ // 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;
+
+ // We need 6 planes, one for each face of the cube, they all follow the plane EQ
+ // ax + by + cz + d
+ float a[] = {0,0,
+ 1,1,
+ 0,0};
+ float b[] = {0,0,
+ 0,0,
+ 1,1};
+ float c[] = {1,1,
+ 0,0,
+ 0,0};
+ float d[] = {-wss/2.0,wss/2.0,
+ -wss/2.0,wss/2.0,
+ -wss/2.0,wss/2.0};
+
+ // Then there's a line going from our focal point to each of the planes
+ // 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), y(t) and z(t) in the plane EQ
+ // Solving for t we get:
+ vec2 t[6]; // we use a vec2 to also store the plane that was hit
+ for (int i = 0; i < t.length(); i++)
+ {
+ t[i].x = (d[i]
+ - a[i]*camera.focal_point.x
+ - b[i]*camera.focal_point.y
+ - c[i]*camera.focal_point.z)
+ / (a[i]*focal_vector.x
+ + b[i]*focal_vector.y
+ + c[i]*focal_vector.z);
+ t[i].y = i;
+ }
+
+ // 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,
+ int(t[i].y),
+ camera,
+ focal_vector);
+ // Only blend non fully transparent pixels
+ if (projection_pixel.w > 0.0)
+ {
+ // Blend the pixel using alpha
+ blended_pixels = alpha_composite(projection_pixel, blended_pixels);
+ }
+ }
+ return blended_pixels;
+}
+
+// Main function
+vec4 window_shader() {
+ pinhole_camera transformed_cam = setup_camera(window_cam);
+ return(get_pixel_through_camera(texcoord, transformed_cam));
+}
diff --git a/config/picom/shaders/default_anim.glsl b/config/picom/shaders/default_anim.glsl
new file mode 100644
index 0000000..e4f43ed
--- /dev/null
+++ b/config/picom/shaders/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/config/picom/shaders/dither.glsl b/config/picom/shaders/dither.glsl
new file mode 100644
index 0000000..6a2a285
--- /dev/null
+++ b/config/picom/shaders/dither.glsl
@@ -0,0 +1,127 @@
+#version 430
+
+bool monochrome = false; // Whether to apply a black & white filter to the window
+
+// You can modify the list of patterns to whatever you like, the code will
+// adapt to it as long as it is a list of equally sized 2D arrays
+// This example shows a dither pattern list that uses numbers other than
+// 0 and 1 for more color variation
+// Dither patterns
+float dither [][][] = { {{0 , 0 },
+ {0 , 0 }},
+
+ {{0.5, 0 },
+ {0 , 0 }},
+
+ {{0.5, 0 },
+ {0 , 0.5}},
+
+ {{0.5, 0.5},
+ {0 , 0.5}},
+
+ {{0.5, 0.5},
+ {0.5, 0.5}},
+
+ {{1 , 0.5},
+ {0.5,0.5}},
+
+ {{1 , 0.5},
+ {0.5, 1 }},
+
+ {{1 , 1 },
+ {0.5, 1 }},
+
+ {{1 , 1 },
+ {1 , 1 }} };
+
+// Some more props that depend on the dither patterns
+float bit_depth = dither.length() - 1.0;
+int block_size = dither[0].length();
+
+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);
+
+// Returns a monochromatic pixel
+vec4 to_monochrome (vec4 pixel)
+{
+ float brightness = (pixel.x + pixel.y + pixel.z)/3;
+ return vec4(vec3(brightness), pixel.w);
+}
+
+vec4 window_shader() {
+ // Alpha for the current pixel
+ float alpha;
+
+ // Relative block position
+ ivec2 block_pos;
+ block_pos.x = int(texcoord.x) % block_size;
+ block_pos.y = int(texcoord.y) % block_size;
+
+ // Current block total color
+ vec3 block_color = vec3(0,0,0);
+
+ // We will iterate over all the pixels in the block
+ // and save it to this variable
+ vec4 pixel;
+ for (int y = 0; y < block_size; y += 1)
+ {
+ for (int x = 0; x < block_size; x += 1)
+ {
+ // Apply default post processing picom things and
+ // add color values after.
+ pixel = texelFetch(tex, ivec2(texcoord.x+x-block_pos.x,texcoord.y+y-block_pos.y), 0);
+ pixel = default_post_processing(pixel);
+ if (monochrome)
+ {
+ pixel = to_monochrome(pixel);
+ block_color.x += pixel.x;
+ }
+ else
+ {
+ block_color.x += pixel.x;
+ block_color.y += pixel.y;
+ block_color.z += pixel.z;
+ }
+
+ // If we are on the current pixel, save the alpha value
+ if (x == 0 && y == 0)
+ {
+ alpha = pixel.w;
+ }
+ }
+ }
+ // Normalize block colors and quantify them
+ block_color.x = block_color.x/float(block_size*block_size);
+ block_color.x = round(block_color.x*bit_depth);
+
+ // Get the pixel colors using our dither pattern
+ block_color.x = dither[int(block_color.x)][block_pos.y][block_pos.x];
+
+ if (monochrome)
+ {
+ block_color.yz = block_color.xx;
+ }
+ else
+ {
+ block_color.y = block_color.y/float(block_size*block_size);
+ block_color.y = round(block_color.y*bit_depth);
+
+ block_color.z = block_color.z/float(block_size*block_size);
+ block_color.z = round(block_color.z*bit_depth);
+
+ block_color.y = dither[int(block_color.y)][block_pos.y][block_pos.x];
+ block_color.z = dither[int(block_color.z)][block_pos.y][block_pos.x];
+ }
+
+ // Set the final value for our pixel
+ pixel = vec4(block_color.x, block_color.y, block_color.z, alpha);
+ return pixel;
+}
diff --git a/config/picom/shaders/glass.glsl b/config/picom/shaders/glass.glsl
new file mode 100644
index 0000000..a37972e
--- /dev/null
+++ b/config/picom/shaders/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/config/picom/shaders/glitch.glsl b/config/picom/shaders/glitch.glsl
new file mode 100644
index 0000000..aa27fe6
--- /dev/null
+++ b/config/picom/shaders/glitch.glsl
@@ -0,0 +1,85 @@
+#version 330
+
+int delta = 20;
+float barh = 0.05;
+float barw = 0.6;
+int nbar = 8;
+
+float maxoff = 32;
+float minoff = 2;
+
+in vec2 texcoord; // texture coordinate of the fragment
+
+uniform sampler2D tex; // texture of the window
+ivec2 window_size = textureSize(tex, 0);
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+uniform float time; // Time in miliseconds.
+
+float alpha = round(time/delta); // Like time, but in seconds and resets to
+
+// Pseudo-random function (from original shader)
+float random(float n) {
+ return fract(sin(n) * 43758.5453f);
+}
+
+float get_box() {
+ float n = random(alpha)*(nbar);
+
+ for(int i=0;i<n;i++){
+ float y = random(mod(alpha, 2048)+i) * window_size.y;
+ float x = random(mod(alpha+128, 2048)+i) * window_size.x;
+ float w = random(mod(alpha+64, 2048)+i) * barw*window_size.x;
+ float h = random(mod(alpha+32, 2048)+i) * barh*window_size.y;
+ if (texcoord.y > y && texcoord.y < y + h
+ && texcoord.x > x && texcoord.x < x + w) {
+ return i*w*h*y*x*n;
+ }
+ }
+ return -1.0f;
+}
+
+float rand_offset(float b) {
+ return (random(b*64) - 0.5) * (maxoff*2);
+}
+
+vec4 window_shader() {
+ float b = get_box();
+
+ if (b == -1.0) {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+ return default_post_processing(c);
+ }
+ //b = random(mod(alpha, 2000));
+
+ // Offsets in pixels for each color
+ vec2 uvr = vec2(rand_offset(b*1), rand_offset(b*6));
+ vec2 uvg = vec2(rand_offset(b*2),rand_offset(b*7));
+ vec2 uvb = vec2(rand_offset(b*3),rand_offset(b*8));
+
+ // Calculate offset coords
+ uvr += texcoord;
+ uvg += texcoord;
+ uvb += texcoord;
+
+ // Fetch colors using offset coords
+ vec3 offset_color;
+ offset_color.x = texelFetch(tex, ivec2(uvr), 0).x;
+ offset_color.y = texelFetch(tex, ivec2(uvg), 0).y;
+ offset_color.z = texelFetch(tex, ivec2(uvb), 0).z;
+
+ // Set the new color
+ vec4 c;
+ c.w = texelFetch(tex, ivec2(uvr), 0).w;
+ c.xyz = offset_color;
+
+ return default_post_processing(c);
+}
+
diff --git a/config/picom/shaders/glitch_animation.glsl b/config/picom/shaders/glitch_animation.glsl
new file mode 100644
index 0000000..801fc93
--- /dev/null
+++ b/config/picom/shaders/glitch_animation.glsl
@@ -0,0 +1,126 @@
+#version 330
+
+float maxoff = 10;
+float minoff = 0;
+float hue = 0.3;
+
+float block_max = 500;
+float block_min = 200;
+
+float pixelate_size = 3;
+
+in vec2 texcoord; // texture coordinate of the fragment
+uniform sampler2D tex; // texture of the window
+
+vec4 default_post_processing(vec4 c);
+
+uniform float time; // Time in miliseconds.
+
+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);
+ }
+
+}
+
+// Pseudo-random function (from original shader)
+float random(float n) {
+ return fract(sin(n) * 43758.5453f);
+}
+
+float rand_offset(float b, float off) {
+ return (random(b*64) - 0.5) * (off*2);
+}
+
+vec4 alpha_effect(vec4 pix, vec2 coord) {
+ if (random(coord.x * random(coord.y / 100)) < pix.w) {
+ pix.w = 1;
+ return pix;
+ }
+ return vec4(0, 0, 0, 0);
+
+}
+
+vec3 hueShift( vec3 color, float hueAdjust ){
+
+ const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
+ const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
+ const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
+
+ const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
+ const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
+ const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
+
+ float YPrime = dot (color, kRGBToYPrime);
+ float I = dot (color, kRGBToI);
+ float Q = dot (color, kRGBToQ);
+ float hue = atan (Q, I);
+ float chroma = sqrt (I * I + Q * Q);
+
+ hue += hueAdjust;
+
+ Q = chroma * sin (hue);
+ I = chroma * cos (hue);
+
+ vec3 yIQ = vec3 (YPrime, I, Q);
+
+ return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
+
+}
+
+vec4 anim(float alpha) {
+ float block = mix(block_max, block_min, alpha);
+ vec2 bs = floor(texcoord / block) * block + block/2;
+
+ float b = random(bs.y) * random(mod(time/10000,2));
+
+ float off = mix(maxoff, minoff, alpha);
+ if (b > alpha) {
+ off = 0;
+ }
+
+ // Offsets in pixels for each color
+ vec2 uvr = vec2(rand_offset(b*1, off), rand_offset(b*6, off));
+ vec2 uvg = vec2(rand_offset(b*2, off), rand_offset(b*7, off));
+ vec2 uvb = vec2(rand_offset(b*3, off), rand_offset(b*8, off));
+
+ // Calculate offset coords
+ uvr += texcoord;
+ uvg += texcoord;
+ uvb += texcoord;
+
+ // Fetch colors using offset coords
+ vec3 offset_color;
+ offset_color.x = texelFetch(tex, ivec2(uvr), 0).x;
+ offset_color.y = texelFetch(tex, ivec2(uvg), 0).y;
+
+ offset_color.x = hueShift(texelFetch(tex, ivec2(uvr), 0).xyz, hue).x;
+ offset_color.y = hueShift(texelFetch(tex, ivec2(uvg), 0).xyz, hue).y;
+ offset_color.z = hueShift(texelFetch(tex, ivec2(uvb), 0).xyz, hue).z;
+
+ offset_color.xyz = hueShift(offset_color.xyz, -hue);
+
+ // Set the new color
+ vec4 c;
+
+ c.xyz = offset_color;
+
+ return c;
+}
+
+vec4 window_shader() {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+ c = default_post_processing(c);
+ float opacity = opacity_threshold(c.w);
+ c = anim(opacity);
+ c.w = opacity;
+ c = alpha_effect(c, ceil(texcoord / pixelate_size) * pixelate_size);
+ //c = default_post_processing(c);
+ return c;
+}
+
diff --git a/config/picom/shaders/matrix_dissolve.glsl b/config/picom/shaders/matrix_dissolve.glsl
new file mode 100644
index 0000000..aaa6c4b
--- /dev/null
+++ b/config/picom/shaders/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 = 4.0;
+
+ // 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/config/picom/shaders/pixelize.glsl b/config/picom/shaders/pixelize.glsl
new file mode 100644
index 0000000..8a9c72e
--- /dev/null
+++ b/config/picom/shaders/pixelize.glsl
@@ -0,0 +1,72 @@
+#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/config/picom/shaders/pixelize_median.glsl b/config/picom/shaders/pixelize_median.glsl
new file mode 100755
index 0000000..9d695aa
--- /dev/null
+++ b/config/picom/shaders/pixelize_median.glsl
@@ -0,0 +1,85 @@
+#version 330
+
+#define vec vec3
+#define toVec(x) x.rgb
+
+#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
+#define mn3(a, b, c) s2(a, b); s2(a, c);
+#define mx3(a, b, c) s2(b, c); s2(a, c);
+
+#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges
+#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges
+#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges
+#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
+
+
+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/config/picom/shaders/plane.glsl b/config/picom/shaders/plane.glsl
new file mode 100644
index 0000000..b1c6885
--- /dev/null
+++ b/config/picom/shaders/plane.glsl
@@ -0,0 +1,266 @@
+#version 330
+#define PI 3.14159265
+
+// 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;
+};
+
+in vec2 texcoord; // texture coordinate of the fragment
+
+uniform sampler2D tex; // texture of the window
+
+
+uniform float time; // Time in miliseconds.
+
+float time_cyclic = mod(time/10000,2); // Like time, but in seconds and resets to
+ // 0 when it hits 2. Useful for using it in
+ // periodic functions like cos and sine
+// Time variables can be used to change transformations over time
+
+
+ivec2 window_size = textureSize(tex, 0); // Size of the window
+
+float window_diagonal = length(window_size); // Diagonal of the window
+// Try to keep focal offset and translations proportional to window_size components
+// or window_diagonal as you see fit
+
+pinhole_camera camera =
+pinhole_camera(-window_size.y/2, // Focal offset
+ vec3(0,0,0), // Rotations
+ vec3(0), // Translations
+ vec3(1,1,1), // Deformations
+ // Leave the rest as 0
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Here are some presets you can use
+
+// Moves the camera up and down
+pinhole_camera bobbing =
+pinhole_camera(-window_size.y/2,
+ vec3(0,0,0),
+ vec3(0,cos(time_cyclic*PI)*window_size.y/16,-window_size.y/4),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Rotates camera around the origin
+// Makes the window rotate around the Y axis from the camera's POV
+// (if the window is centered)
+pinhole_camera rotate_around_origin =
+pinhole_camera(-window_diagonal,
+ vec3(0,-time_cyclic*PI-PI/2,0),
+ vec3(cos(time_cyclic*PI)*window_diagonal,
+ 0,
+ sin(time_cyclic*PI)*window_diagonal),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Rotate camera around its center
+pinhole_camera rotate_around_itself =
+pinhole_camera(-window_diagonal,
+ vec3(0,-time_cyclic*PI-PI/2,0),
+ vec3(0,0,-window_diagonal),
+ vec3(1,1,1),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0),
+ vec3(0));
+
+// Here you can select the preset to use
+pinhole_camera window_cam = rotate_around_origin;
+
+
+
+ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+// Sets up a camera by applying transformations and
+// calculating xyz vector basis
+pinhole_camera setup_camera(pinhole_camera camera)
+{
+ // 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;
+}
+
+vec4 get_pixel_through_camera(vec2 coords, pinhole_camera camera)
+{
+ // 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;
+
+ // Let's say we have a plane for our window following the plane equation
+ // ax + by + cz = d
+ float a = 0;
+ float b = 0;
+ float c = 1;
+ float d = 0;
+ // Then there's a line going from our focal point to the plane
+ // 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), y(t) and z(t) in our plane EQ
+ // Solving for t we get:
+ float t = (d
+ - a*camera.focal_point.x
+ - b*camera.focal_point.y
+ - c*camera.focal_point.z)
+ / (a*focal_vector.x
+ + b*focal_vector.y
+ + c*focal_vector.z);
+
+ // If the point we end up in is behind our camera, don't "render" it
+ if (t < 1)
+ {
+ return vec4(0);
+ }
+
+ // 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 x and y coordinates and add back our initial offset
+ vec2 cam_coords = intersection.xy + window_center;
+
+ // If pixel is outside of our window region
+ // return a completely transparent color
+ if (cam_coords.x >=window_size.x-1 ||
+ cam_coords.y >=window_size.y-1 ||
+ cam_coords.x <=0 || cam_coords.y <=0)
+ {
+ return vec4(0);
+ }
+
+ // Fetch the pixel
+ vec4 pixel = texelFetch(tex, ivec2(cam_coords), 0);
+ return pixel;
+}
+
+vec4 window_shader() {
+ pinhole_camera transformed_cam = setup_camera(window_cam);
+ return(get_pixel_through_camera(texcoord, transformed_cam));
+}
diff --git a/config/picom/shaders/sdf_mask.glsl b/config/picom/shaders/sdf_mask.glsl
new file mode 100644
index 0000000..3e73770
--- /dev/null
+++ b/config/picom/shaders/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);
+}
diff --git a/config/picom/shaders/shiny.glsl b/config/picom/shaders/shiny.glsl
new file mode 100644
index 0000000..16636ac
--- /dev/null
+++ b/config/picom/shaders/shiny.glsl
@@ -0,0 +1,33 @@
+#version 430
+
+// Source: https://github.com/yshui/picom/issues/295#issuecomment-592077997
+
+in vec2 texcoord;
+
+uniform float opacity;
+uniform bool invert_color;
+uniform sampler2D tex;
+uniform float time;
+
+ivec2 window_size = textureSize(tex, 0);
+
+float amt = 10000.0;
+
+vec4 default_post_processing(vec4 c);
+
+vec4 window_shader() {
+ float pct = mod(time, amt) / amt * 1000;
+ float factor = float(max(window_size.x, window_size.y));
+ pct *= factor / 150.0;
+ vec2 pos = texcoord;
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+
+ if (pos.x + pos.y < pct * 4.0 && pos.x + pos.y > pct * 4.0 - .5 * pct
+ || pos.x + pos.y < pct * 4.0 - .8 * pct && pos.x + pos.y > pct * 3.0)
+ c *= vec4(2, 2, 2, 1);
+ if (invert_color)
+ c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
+
+ c *= opacity;
+ return default_post_processing(c);
+}
diff --git a/config/picom/shaders/terminal_vignette.glsl b/config/picom/shaders/terminal_vignette.glsl
new file mode 100644
index 0000000..4e5aa21
--- /dev/null
+++ b/config/picom/shaders/terminal_vignette.glsl
@@ -0,0 +1,58 @@
+#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);
+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)
+
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+// 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, 0.8);
+
+ return color;
+}
+
+
+// Default window shader:
+// 1) fetch the specified pixel
+// 2) apply default post-processing
+vec4 window_shader() {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+ if (c.x +c.y + c.z < 0.6)
+ {
+ c.w = 1;
+ c = calc_opacity(c,texcoord);
+ }
+
+ return default_post_processing(c);
+}
diff --git a/config/polybar/launch.sh b/config/polybar/launch.sh
index f9ece03..71d5923 100755
--- a/config/polybar/launch.sh
+++ b/config/polybar/launch.sh
@@ -13,13 +13,26 @@ while pgrep -u $UID -x polybar >/dev/null; do sleep 0.1; done
polybar -m | while read -r mon; do
export MONITOR=$(echo $mon | cut -d: -f1)
+ width="$(echo $mon | cut -d' ' -f2 | cut -dx -f1)"
+ w=1920
+ case "$width" in
+ 1920) w=1920
+ ;;
+ 1080) w=1080
+ ;;
+ 2560) w=2560
+ ;;
+ *) w=1920
+ esac
+
echo $mon | grep -q "(primary)" && {
polybar ws &
- polybar time2560 &
- polybar right2560 &
- polybar mpd2560 &
+
+ polybar time$w &
+ polybar right$w &
+ polybar mpd$w &
} || {
polybar ws &
- polybar time1080 &
+ polybar time$w &
}
done
diff --git a/config/rofi/colors-rofi-dark.rasi b/config/rofi/colors.rasi
index 3f3912c..3cd64c6 100644
--- a/config/rofi/colors-rofi-dark.rasi
+++ b/config/rofi/colors.rasi
@@ -13,11 +13,11 @@
alternate-urgent-background: @background2;
alternate-urgent-foreground: @foreground;
- selected-active-background: @foreground2;
+ selected-active-background: @foreground3;
selected-active-foreground: @background;
- selected-normal-background: @foreground2;
+ selected-normal-background: @foreground3;
selected-normal-foreground: @background;
- selected-urgent-background: @foreground2;
+ selected-urgent-background: @foreground3;
selected-urgent-foreground: @background;
text-color: @foreground;
@@ -26,11 +26,13 @@
background-color: #00000000;
background: #191919;
background2: #191919;
+ background3: #282a2e;
foreground: #fefefe;
foreground2: #c5c8c6;
- spacing: 2;
+ foreground3: #373b41;
+ spacing: 4;
- font: "mononoki 12";
+ font: "FiraMono Nerd Font 12";
}
#window {
@@ -61,7 +63,7 @@
#textbox-prompt-colon {
expand: false;
- str: ":";
+ str: "";
margin: 0px 0.3em 0em 0em;
text-color: @normal-foreground;
}
@@ -75,9 +77,14 @@
padding: 2px 0px 0px;
}
+element-text, element-icon {
+ background-color: inherit;
+ text-color: inherit;
+}
+
#element {
border: 0;
- padding: 1px;
+ padding: 6px;
}
#element.normal.normal {
diff --git a/config/rofi/config.rasi b/config/rofi/config.rasi
index 315524e..a241986 100644
--- a/config/rofi/config.rasi
+++ b/config/rofi/config.rasi
@@ -149,5 +149,5 @@ configuration {
/* me-accept-entry: "MouseDPrimary";*/
/* me-accept-custom: "Control+MouseDPrimary";*/
}
-@theme "colors-rofi-dark"
+@theme "colors"
diff --git a/config/rofi/launcher.rasi b/config/rofi/launcher.rasi
new file mode 100644
index 0000000..9dd7cd9
--- /dev/null
+++ b/config/rofi/launcher.rasi
@@ -0,0 +1,174 @@
+/**
+ *
+ * Author : Aditya Shakya (adi1090x)
+ * Github : @adi1090x
+ *
+ * Rofi Theme File
+ * Rofi Version: 1.7.3
+ **/
+
+/*****----- Configuration -----*****/
+configuration {
+ modi: "drun";
+ show-icons: true;
+ display-drun: "";
+ drun-display-format: "{name}";
+}
+
+/*****----- Global Properties -----*****/
+@import "colors.rasi"
+
+/*****----- Main Window -----*****/
+window {
+ transparency: "real";
+ location: center;
+ anchor: center;
+ fullscreen: false;
+ width: 1000px;
+ x-offset: 0px;
+ y-offset: 0px;
+
+ enabled: true;
+ margin: 0px;
+ padding: 0px;
+ border: 0px solid;
+ border-radius: 0px;
+ border-color: @selected;
+ background-color: @background;
+ cursor: "default";
+}
+
+/*****----- Main Box -----*****/
+mainbox {
+ enabled: true;
+ spacing: 20px;
+ margin: 0px;
+ padding: 40px;
+ border: 0px solid;
+ border-radius: 0px 0px 0px 0px;
+ border-color: @selected;
+ background-color: transparent;
+ children: [ "inputbar", "listview" ];
+}
+
+/*****----- Inputbar -----*****/
+inputbar {
+ enabled: true;
+ spacing: 10px;
+ margin: 0px 500px 0px 0px;
+ padding: 12px;
+ border: 0px 0px 0px 4px;
+ border-radius: 0px 100% 100% 0px;
+ border-color: @selected;
+ background-color: @background-alt;
+ text-color: @foreground;
+ children: [ "prompt", "entry" ];
+}
+
+prompt {
+ enabled: true;
+ background-color: inherit;
+ text-color: inherit;
+}
+textbox-prompt-colon {
+ enabled: true;
+ expand: false;
+ str: "::";
+ background-color: inherit;
+ text-color: inherit;
+}
+entry {
+ enabled: true;
+ background-color: inherit;
+ text-color: inherit;
+ cursor: text;
+ placeholder: "Search";
+ placeholder-color: inherit;
+}
+
+/*****----- Listview -----*****/
+listview {
+ enabled: true;
+ columns: 7;
+ lines: 3;
+ cycle: true;
+ dynamic: true;
+ scrollbar: false;
+ layout: vertical;
+ reverse: false;
+ fixed-height: true;
+ fixed-columns: true;
+
+ spacing: 10px;
+ margin: 0px;
+ padding: 0px;
+ border: 0px solid;
+ border-radius: 0px;
+ border-color: @selected;
+ background-color: transparent;
+ text-color: @foreground;
+ cursor: "default";
+}
+scrollbar {
+ handle-width: 5px ;
+ handle-color: @selected;
+ border-radius: 0px;
+ background-color: @background-alt;
+}
+
+/*****----- Elements -----*****/
+element {
+ enabled: true;
+ spacing: 10px;
+ margin: 0px;
+ padding: 15px 10px;
+ border: 0px solid;
+ border-radius: 0px;
+ border-color: @selected;
+ background-color: transparent;
+ text-color: @foreground;
+ orientation: vertical;
+ cursor: pointer;
+}
+element normal.normal {
+ background-color: transparent;
+ text-color: @foreground;
+}
+element selected.normal {
+ border: 0px 0px 0px 4px;
+ border-radius: 0px;
+ border-color: @selected;
+ background-color: @background-alt;
+ text-color: @foreground;
+}
+element-icon {
+ background-color: transparent;
+ text-color: inherit;
+ size: 64px;
+ cursor: inherit;
+}
+element-text {
+ background-color: transparent;
+ text-color: inherit;
+ highlight: inherit;
+ cursor: inherit;
+ vertical-align: 0.5;
+ horizontal-align: 0.5;
+}
+
+/*****----- Message -----*****/
+error-message {
+ padding: 40px;
+ border: 0px solid;
+ border-radius: 0px;
+ border-color: @selected;
+ background-color: black / 10%;
+ text-color: @foreground;
+}
+textbox {
+ background-color: transparent;
+ text-color: @foreground;
+ vertical-align: 0.5;
+ horizontal-align: 0.0;
+ highlight: none;
+}
diff --git a/config/sxhkd/sxhkdrc b/config/sxhkd/sxhkdrc
index f9ef280..6c41e61 100644
--- a/config/sxhkd/sxhkdrc
+++ b/config/sxhkd/sxhkdrc
@@ -11,11 +11,14 @@ super + ctrl + alt + f
#Volume Control
{XF86AudioLowerVolume,super + Next}
- amixer -D pulse sset Master 5%-
+ pactl set-sink-volume @DEFAULT_SINK@ -5%
{XF86AudioRaiseVolume,super + Prior}
- amixer -D pulse sset Master 5%+
+ pactl set-sink-volume @DEFAULT_SINK@ +5%
{XF86AudioMute}
- amixer -D pulse set Master 1+ toggle
+ pactl set-sink-mute @DEFAULT_SINK@ toggle
+
+super + alt + ctrl + button{4,5}
+ pactl set-sink-volume @DEFAULT_SINK@ {+,-}1%
{_, super} + XF86MonBrightnessDown
light -U {10,1}
@@ -25,12 +28,12 @@ super + ctrl + alt + f
super + r
- rofi -show drun -show-icons
+ $HOME/.scripts/launcher
super + shift + r
rofi -show ssh -show-icons
-super + ctrl + Tab
+super + alt + Tab
rofi -show window
super + g
@@ -75,6 +78,10 @@ super + i
super + semicolon
bspc rule -a \* -o state=floating && $TERMINAL -e pulsemixer
+# xrandr switcher
+super + apostrophe
+ $HOME/.scripts/xrandr.sh
+
# xkill
ctrl + alt + Escape
xkill
@@ -109,15 +116,16 @@ super + ctrl + c
# stuff
super + ctrl + m
- dmenu -p "i am stuff" | xargs /usr/bin/stuff
+ dmenu -p "i am stuff" | xargs /usr/local/bin/stuff
super + ctrl + n
- dmenu -p "i am big chungus" | xargs /usr/bin/chungus
+ dmenu -p "i am big chungus" | xargs /usr/local/bin/chungus
+
+super + ctrl + b
+ dmenu -p "eminem says" | xargs /usr/bin/local/eminem
super + ctrl + t
dmenu -p "toilet" | toilet --font mono12 | sed 's/ /_ _ /g' | xclip -selection clipboard
-super + ctrl + b
- dmenu -p "eminem says" | xargs /usr/bin/eminem
# iocane
super + shift + Return
diff --git a/config/vim/vimrc b/config/vim/vimrc
index b348907..f8258d1 100644
--- a/config/vim/vimrc
+++ b/config/vim/vimrc
@@ -1,4 +1,4 @@
-set viminfo+=n~/.config/vim/viminfo
+"set viminfo+=~/.config/vim/viminfo
set runtimepath+=~/.config/vim,~/.config/vim/after
set autoindent
set wrap
@@ -111,11 +111,22 @@ endfunction
autocmd FileType python let b:coc_root_patterns = ['.git', '.env', '.']
+Plug 'junegunn/fzf', { 'dir': '~/.fzf', 'do': './install --all' }
Plug 'junegunn/fzf.vim'
+
+let g:fzf_cache_dir = '$HOME/.cache'
+
+Plug 'yuki-yano/fzf-preview.vim'
+Plug 'BurntSushi/ripgrep'
+
nnoremap <F6> :Files<CR>
nnoremap <F7> :Rg<CR>
+nnoremap <F8> :Tags<CR>
+
+nnoremap g] :call fzf#vim#tags(expand('<cword>'))<CR>
+nnoremap <silent> <Leader>ag :Ag <C-R><C-W><CR>
Plug 'heavenshell/vim-pydocstring', { 'do': 'make install', 'for': 'python' }
@@ -123,9 +134,9 @@ Plug 'tpope/vim-fugitive'
Plug 'yggdroot/indentline'
-Plug 'yuttie/comfortable-motion.vim'
-noremap <silent> <ScrollWheelDown> :call comfortable_motion#flick(40)<CR>
-noremap <silent> <ScrollWheelUp> :call comfortable_motion#flick(-40)<CR>
+"Plug 'yuttie/comfortable-motion.vim'
+"noremap <silent> <ScrollWheelDown> :call comfortable_motion#flick(40)<CR>
+"noremap <silent> <ScrollWheelUp> :call comfortable_motion#flick(-40)<CR>
let g:comfortable_motion_interval = 2000.0/60
let g:comfortable_motion_friction = 80.0
@@ -141,3 +152,97 @@ highlight Pmenu ctermbg=black guibg=black ctermfg=white
hi TrailingWhitespace ctermbg=red guibg=red
call matchadd("TrailingWhitespace", '\v\s+$')
+
+" ex command for toggling hex mode - define mapping if desired
+command -bar Hexmode call ToggleHex()
+
+" helper function to toggle hex mode
+function ToggleHex()
+ " hex mode should be considered a read-only operation
+ " save values for modified and read-only for restoration later,
+ " and clear the read-only flag for now
+ let l:modified=&mod
+ let l:oldreadonly=&readonly
+ let &readonly=0
+ let l:oldmodifiable=&modifiable
+ let &modifiable=1
+ if !exists("b:editHex") || !b:editHex
+ " save old options
+ let b:oldft=&ft
+ let b:oldbin=&bin
+ " set new options
+ setlocal binary " make sure it overrides any textwidth, etc.
+ silent :e " this will reload the file without trickeries
+ "(DOS line endings will be shown entirely )
+ let &ft="xxd"
+ " set status
+ let b:editHex=1
+ " switch to hex editor
+ %!xxd
+ else
+ " restore old options
+ let &ft=b:oldft
+ if !b:oldbin
+ setlocal nobinary
+ endif
+ " set status
+ let b:editHex=0
+ " return to normal editing
+ %!xxd -r
+ endif
+ " restore values for modified and read only state
+ let &mod=l:modified
+ let &readonly=l:oldreadonly
+ let &modifiable=l:oldmodifiable
+endfunction
+
+" autocmds to automatically enter hex mode and handle file writes properly
+if has("autocmd")
+ " vim -b : edit binary using xxd-format!
+ augroup Binary
+ au!
+
+ " set binary option for all binary files before reading them
+ au BufReadPre *.bin,*.hex setlocal binary
+
+ " if on a fresh read the buffer variable is already set, it's wrong
+ au BufReadPost *
+ \ if exists('b:editHex') && b:editHex |
+ \ let b:editHex = 0 |
+ \ endif
+
+ " convert to hex on startup for binary files automatically
+ au BufReadPost *
+ \ if &binary | Hexmode | endif
+
+ " When the text is freed, the next time the buffer is made active it will
+ " re-read the text and thus not match the correct mode, we will need to
+ " convert it again if the buffer is again loaded.
+ au BufUnload *
+ \ if getbufvar(expand("<afile>"), 'editHex') == 1 |
+ \ call setbufvar(expand("<afile>"), 'editHex', 0) |
+ \ endif
+
+ " before writing a file when editing in hex mode, convert back to non-hex
+ au BufWritePre *
+ \ if exists("b:editHex") && b:editHex && &binary |
+ \ let oldro=&ro | let &ro=0 |
+ \ let oldma=&ma | let &ma=1 |
+ \ silent exe "%!xxd -r" |
+ \ let &ma=oldma | let &ro=oldro |
+ \ unlet oldma | unlet oldro |
+ \ endif
+
+ " after writing a binary file, if we're in hex mode, restore hex mode
+ au BufWritePost *
+ \ if exists("b:editHex") && b:editHex && &binary |
+ \ let oldro=&ro | let &ro=0 |
+ \ let oldma=&ma | let &ma=1 |
+ \ silent exe "%!xxd" |
+ \ exe "set nomod" |
+ \ let &ma=oldma | let &ro=oldro |
+ \ unlet oldma | unlet oldro |
+ \ endif
+ augroup END
+endif
+
diff --git a/deploy.sh b/deploy.sh
index 49cb4c3..1476192 100755
--- a/deploy.sh
+++ b/deploy.sh
@@ -1,6 +1,6 @@
#!/bin/sh
-configurations="iocane bg bg.gif bspwm cava neofetch mpd mpv ncmpcpp vim sxhkd polybar compfy rofi user-dirs.dirs gtk-3.0 zathura sx mimeapps.list"
+configurations="iocane bg bg.gif bspwm cava neofetch mpd mpv ncmpcpp vim sxhkd polybar compfy rofi user-dirs.dirs gtk-3.0 zathura sx mimeapps.list picom"
save () {
diff --git a/gtkrc-2.0 b/gtkrc-2.0
index d6410d9..7cc23c7 100644
--- a/gtkrc-2.0
+++ b/gtkrc-2.0
@@ -1,6 +1,6 @@
gtk-theme-name="vimix-vski"
gtk-icon-theme-name="Vimix-dark"
-gtk-font-name="mononoki 10"
+gtk-font-name="FiraMono Nerd Font 10"
gtk-cursor-theme-name="pixelfun3"
gtk-cursor-theme-size=24
gtk-toolbar-style=GTK_TOOLBAR_ICONS
diff --git a/mkshrc b/mkshrc
index d528096..7d91528 100644
--- a/mkshrc
+++ b/mkshrc
@@ -7,7 +7,7 @@ esac
export VIMINIT="source ~/.config/vim/vimrc"
export NVIMINIT="source ~/.config/vim/vimrc"
-HISTFILE="$HOME/.mksh_history"
+HISTFILE="/tmp/.mksh_history$$"
HISTSIZE=5000
if [ -x /usr/bin/dircolors ]; then
@@ -55,4 +55,4 @@ parse_git_dirty() {
bind '^L=clear-screen'
-export PS1="\${PWD/#\$HOME/\~}\`parse_git_branch\` > "
+export PS1="\${PWD/#\$HOME/\~}\`parse_git_branch\` > [3 q"
diff --git a/profile b/profile
index 5f85f4a..9500961 100644
--- a/profile
+++ b/profile
@@ -11,7 +11,7 @@ alias editor=vim
export TERMINAL="st"
export BROWSER="/usr/bin/firefox"
export FILE_MANAGER="/usr/bin/thunar"
-export EMAIL_CLIENT="/usr/bin/claws-mail"
+export EMAIL_CLIENT="/usr/bin/thunderbird"
export EDITOR="/usr/bin/vim"
export JAVA_HOME=/usr/lib/jvm/java-19-openjdk/
diff --git a/scripts/launcher b/scripts/launcher
new file mode 100755
index 0000000..85b679d
--- /dev/null
+++ b/scripts/launcher
@@ -0,0 +1,8 @@
+#!/bin/sh
+
+rasi="$HOME/.config/rofi/launcher.rasi"
+
+## Run
+rofi \
+ -show drun \
+ -theme $rasi
diff --git a/scripts/mpc_picker b/scripts/mpc_picker
index 3758b0a..0477d46 100755
--- a/scripts/mpc_picker
+++ b/scripts/mpc_picker
@@ -1,6 +1,29 @@
-#!/bin/sh
-selected=$(mpc -f "%title%[\t\t%artist%][\t\t%album%]\t\t%file%" listall | dmenu -i -p mpd)
-[ "$selected" == "" ] && exit
-file=$(printf "%s\n" "$selected" | rev | cut -f1 -d' ' | rev)
-echo "$file"
-mpc insert "$file"
+#!/usr/bin/dash
+format="<b>%title%</b>\t%artist%\t%album%\t%file%"
+
+columns="$(mpc -f "$format" listall \
+ | column -t -s' ' \
+ -C title,width=10,trunc \
+ -C artist,width=10,trunc \
+ -C album,width=10,trunc \
+ -C file \
+ | sed 's/&/&amp;/g'
+)"
+
+np=$(printf "%s" "$columns" | grep "$(mpc -f '%title%' current)" | head -1)
+echo "$np"
+selected=$(
+ printf "%s" "$columns" | rofi -dmenu -i \
+ -multi-select \
+ -markup-rows \
+ -p " " \
+ -ballot-selected-str " " \
+ -ballot-unselected-str " " \
+ -select "$np"
+ )
+[ -z "$selected" ] && exit
+echo "$selected" | while read -r option; do
+ file=$(printf "%s\n" "$option" | awk -F' ' '{print $NF}' | sed 's/^\s*//g')
+ echo ${file}
+ mpc insert "$file"
+done
diff --git a/scripts/toggle-mic.sh b/scripts/toggle-mic.sh
new file mode 100755
index 0000000..d3e3244
--- /dev/null
+++ b/scripts/toggle-mic.sh
@@ -0,0 +1,4 @@
+#!/bin/sh
+SOURCE=1
+pactl list sources | grep -qi 'Mute: yes' && pactl set-source-mute $SOURCE false || pactl set-source-mute $SOURCE true
+
diff --git a/scripts/xrandr.sh b/scripts/xrandr.sh
new file mode 100755
index 0000000..1827cd7
--- /dev/null
+++ b/scripts/xrandr.sh
@@ -0,0 +1,35 @@
+#!/bin/sh
+all=$(xrandr | grep "connected" | cut -d' ' -f1 | paste -s -d' ')
+available=$(xrandr | grep " connected" | cut -d' ' -f1 | paste -s -d' ')
+set -- $available
+
+printf "connected: "
+printf "%s " $available
+printf "\n"
+
+printf "all: "
+printf "%s " $all
+printf "\n"
+
+if [ "$1" == "eDP1" ]; then
+ # this is a laptop so awesome!
+
+ if [ "$#" != "1" ]; then
+ # ensure the main one is turned on yeah
+ xrandr --output eDP1 --mode 1920x1080 --pos 0x0 --rotate normal
+
+ # put the non main one to the left (assume its +1920 because im lazy)
+ xrandr --output "$2" --primary --mode 2560x1440 --pos 1920x0 --rotate normal
+ else
+ # ensure the main one is turned on yeah
+ xrandr --output eDP1 --primary --mode 1920x1080 --pos 0x0 --rotate normal
+ fi
+ #disconnect all the rest i think
+ for x in $all; do
+ echo disconnecting $x
+ case $available in
+ *"$x"*) ;;
+ *) xrandr --output "$x" --off
+ esac
+ done
+fi
diff --git a/st/davidovski.patch b/st/davidovski.patch
index f991439..a847eb1 100644
--- a/st/davidovski.patch
+++ b/st/davidovski.patch
@@ -32,428 +32,8 @@ index 15db421..bc75c1d 100644
+ rm -f $(DESTDIR)$(PREFIX)/share/applications/st.desktop
.PHONY: all clean dist install uninstall
-diff --git a/boxdraw.c b/boxdraw.c
-new file mode 100644
-index 0000000..28a92d0
---- /dev/null
-+++ b/boxdraw.c
-@@ -0,0 +1,194 @@
-+/*
-+ * Copyright 2018 Avi Halachmi (:avih) avihpit@yahoo.com https://github.com/avih
-+ * MIT/X Consortium License
-+ */
-+
-+#include <X11/Xft/Xft.h>
-+#include "st.h"
-+#include "boxdraw_data.h"
-+
-+/* Rounded non-negative integers division of n / d */
-+#define DIV(n, d) (((n) + (d) / 2) / (d))
-+
-+static Display *xdpy;
-+static Colormap xcmap;
-+static XftDraw *xd;
-+static Visual *xvis;
-+
-+static void drawbox(int, int, int, int, XftColor *, XftColor *, ushort);
-+static void drawboxlines(int, int, int, int, XftColor *, ushort);
-+
-+/* public API */
-+
-+void
-+boxdraw_xinit(Display *dpy, Colormap cmap, XftDraw *draw, Visual *vis)
-+{
-+ xdpy = dpy; xcmap = cmap; xd = draw, xvis = vis;
-+}
-+
-+int
-+isboxdraw(Rune u)
-+{
-+ Rune block = u & ~0xff;
-+ return (boxdraw && block == 0x2500 && boxdata[(uint8_t)u]) ||
-+ (boxdraw_braille && block == 0x2800);
-+}
-+
-+/* the "index" is actually the entire shape data encoded as ushort */
-+ushort
-+boxdrawindex(const Glyph *g)
-+{
-+ if (boxdraw_braille && (g->u & ~0xff) == 0x2800)
-+ return BRL | (uint8_t)g->u;
-+ if (boxdraw_bold && (g->mode & ATTR_BOLD))
-+ return BDB | boxdata[(uint8_t)g->u];
-+ return boxdata[(uint8_t)g->u];
-+}
-+
-+void
-+drawboxes(int x, int y, int cw, int ch, XftColor *fg, XftColor *bg,
-+ const XftGlyphFontSpec *specs, int len)
-+{
-+ for ( ; len-- > 0; x += cw, specs++)
-+ drawbox(x, y, cw, ch, fg, bg, (ushort)specs->glyph);
-+}
-+
-+/* implementation */
-+
-+void
-+drawbox(int x, int y, int w, int h, XftColor *fg, XftColor *bg, ushort bd)
-+{
-+ ushort cat = bd & ~(BDB | 0xff); /* mask out bold and data */
-+ if (bd & (BDL | BDA)) {
-+ /* lines (light/double/heavy/arcs) */
-+ drawboxlines(x, y, w, h, fg, bd);
-+
-+ } else if (cat == BBD) {
-+ /* lower (8-X)/8 block */
-+ int d = DIV((uint8_t)bd * h, 8);
-+ XftDrawRect(xd, fg, x, y + d, w, h - d);
-+
-+ } else if (cat == BBU) {
-+ /* upper X/8 block */
-+ XftDrawRect(xd, fg, x, y, w, DIV((uint8_t)bd * h, 8));
-+
-+ } else if (cat == BBL) {
-+ /* left X/8 block */
-+ XftDrawRect(xd, fg, x, y, DIV((uint8_t)bd * w, 8), h);
-+
-+ } else if (cat == BBR) {
-+ /* right (8-X)/8 block */
-+ int d = DIV((uint8_t)bd * w, 8);
-+ XftDrawRect(xd, fg, x + d, y, w - d, h);
-+
-+ } else if (cat == BBQ) {
-+ /* Quadrants */
-+ int w2 = DIV(w, 2), h2 = DIV(h, 2);
-+ if (bd & TL)
-+ XftDrawRect(xd, fg, x, y, w2, h2);
-+ if (bd & TR)
-+ XftDrawRect(xd, fg, x + w2, y, w - w2, h2);
-+ if (bd & BL)
-+ XftDrawRect(xd, fg, x, y + h2, w2, h - h2);
-+ if (bd & BR)
-+ XftDrawRect(xd, fg, x + w2, y + h2, w - w2, h - h2);
-+
-+ } else if (bd & BBS) {
-+ /* Shades - data is 1/2/3 for 25%/50%/75% alpha, respectively */
-+ int d = (uint8_t)bd;
-+ XftColor xfc;
-+ XRenderColor xrc = { .alpha = 0xffff };
-+
-+ xrc.red = DIV(fg->color.red * d + bg->color.red * (4 - d), 4);
-+ xrc.green = DIV(fg->color.green * d + bg->color.green * (4 - d), 4);
-+ xrc.blue = DIV(fg->color.blue * d + bg->color.blue * (4 - d), 4);
-+
-+ XftColorAllocValue(xdpy, xvis, xcmap, &xrc, &xfc);
-+ XftDrawRect(xd, &xfc, x, y, w, h);
-+ XftColorFree(xdpy, xvis, xcmap, &xfc);
-+
-+ } else if (cat == BRL) {
-+ /* braille, each data bit corresponds to one dot at 2x4 grid */
-+ int w1 = DIV(w, 2);
-+ int h1 = DIV(h, 4), h2 = DIV(h, 2), h3 = DIV(3 * h, 4);
-+
-+ if (bd & 1) XftDrawRect(xd, fg, x, y, w1, h1);
-+ if (bd & 2) XftDrawRect(xd, fg, x, y + h1, w1, h2 - h1);
-+ if (bd & 4) XftDrawRect(xd, fg, x, y + h2, w1, h3 - h2);
-+ if (bd & 8) XftDrawRect(xd, fg, x + w1, y, w - w1, h1);
-+ if (bd & 16) XftDrawRect(xd, fg, x + w1, y + h1, w - w1, h2 - h1);
-+ if (bd & 32) XftDrawRect(xd, fg, x + w1, y + h2, w - w1, h3 - h2);
-+ if (bd & 64) XftDrawRect(xd, fg, x, y + h3, w1, h - h3);
-+ if (bd & 128) XftDrawRect(xd, fg, x + w1, y + h3, w - w1, h - h3);
-+
-+ }
-+}
-+
-+void
-+drawboxlines(int x, int y, int w, int h, XftColor *fg, ushort bd)
-+{
-+ /* s: stem thickness. width/8 roughly matches underscore thickness. */
-+ /* We draw bold as 1.5 * normal-stem and at least 1px thicker. */
-+ /* doubles draw at least 3px, even when w or h < 3. bold needs 6px. */
-+ int mwh = MIN(w, h);
-+ int base_s = MAX(1, DIV(mwh, 8));
-+ int bold = (bd & BDB) && mwh >= 6; /* possibly ignore boldness */
-+ int s = bold ? MAX(base_s + 1, DIV(3 * base_s, 2)) : base_s;
-+ int w2 = DIV(w - s, 2), h2 = DIV(h - s, 2);
-+ /* the s-by-s square (x + w2, y + h2, s, s) is the center texel. */
-+ /* The base length (per direction till edge) includes this square. */
-+
-+ int light = bd & (LL | LU | LR | LD);
-+ int double_ = bd & (DL | DU | DR | DD);
-+
-+ if (light) {
-+ /* d: additional (negative) length to not-draw the center */
-+ /* texel - at arcs and avoid drawing inside (some) doubles */
-+ int arc = bd & BDA;
-+ int multi_light = light & (light - 1);
-+ int multi_double = double_ & (double_ - 1);
-+ /* light crosses double only at DH+LV, DV+LH (ref. shapes) */
-+ int d = arc || (multi_double && !multi_light) ? -s : 0;
-+
-+ if (bd & LL)
-+ XftDrawRect(xd, fg, x, y + h2, w2 + s + d, s);
-+ if (bd & LU)
-+ XftDrawRect(xd, fg, x + w2, y, s, h2 + s + d);
-+ if (bd & LR)
-+ XftDrawRect(xd, fg, x + w2 - d, y + h2, w - w2 + d, s);
-+ if (bd & LD)
-+ XftDrawRect(xd, fg, x + w2, y + h2 - d, s, h - h2 + d);
-+ }
-+
-+ /* double lines - also align with light to form heavy when combined */
-+ if (double_) {
-+ /*
-+ * going clockwise, for each double-ray: p is additional length
-+ * to the single-ray nearer to the previous direction, and n to
-+ * the next. p and n adjust from the base length to lengths
-+ * which consider other doubles - shorter to avoid intersections
-+ * (p, n), or longer to draw the far-corner texel (n).
-+ */
-+ int dl = bd & DL, du = bd & DU, dr = bd & DR, dd = bd & DD;
-+ if (dl) {
-+ int p = dd ? -s : 0, n = du ? -s : dd ? s : 0;
-+ XftDrawRect(xd, fg, x, y + h2 + s, w2 + s + p, s);
-+ XftDrawRect(xd, fg, x, y + h2 - s, w2 + s + n, s);
-+ }
-+ if (du) {
-+ int p = dl ? -s : 0, n = dr ? -s : dl ? s : 0;
-+ XftDrawRect(xd, fg, x + w2 - s, y, s, h2 + s + p);
-+ XftDrawRect(xd, fg, x + w2 + s, y, s, h2 + s + n);
-+ }
-+ if (dr) {
-+ int p = du ? -s : 0, n = dd ? -s : du ? s : 0;
-+ XftDrawRect(xd, fg, x + w2 - p, y + h2 - s, w - w2 + p, s);
-+ XftDrawRect(xd, fg, x + w2 - n, y + h2 + s, w - w2 + n, s);
-+ }
-+ if (dd) {
-+ int p = dr ? -s : 0, n = dl ? -s : dr ? s : 0;
-+ XftDrawRect(xd, fg, x + w2 + s, y + h2 - p, s, h - h2 + p);
-+ XftDrawRect(xd, fg, x + w2 - s, y + h2 - n, s, h - h2 + n);
-+ }
-+ }
-+}
-diff --git a/boxdraw_data.h b/boxdraw_data.h
-new file mode 100644
-index 0000000..7890500
---- /dev/null
-+++ b/boxdraw_data.h
-@@ -0,0 +1,214 @@
-+/*
-+ * Copyright 2018 Avi Halachmi (:avih) avihpit@yahoo.com https://github.com/avih
-+ * MIT/X Consortium License
-+ */
-+
-+/*
-+ * U+25XX codepoints data
-+ *
-+ * References:
-+ * http://www.unicode.org/charts/PDF/U2500.pdf
-+ * http://www.unicode.org/charts/PDF/U2580.pdf
-+ *
-+ * Test page:
-+ * https://github.com/GNOME/vte/blob/master/doc/boxes.txt
-+ */
-+
-+/* Each shape is encoded as 16-bits. Higher bits are category, lower are data */
-+/* Categories (mutually exclusive except BDB): */
-+/* For convenience, BDL/BDA/BBS/BDB are 1 bit each, the rest are enums */
-+#define BDL (1<<8) /* Box Draw Lines (light/double/heavy) */
-+#define BDA (1<<9) /* Box Draw Arc (light) */
-+
-+#define BBD (1<<10) /* Box Block Down (lower) X/8 */
-+#define BBL (2<<10) /* Box Block Left X/8 */
-+#define BBU (3<<10) /* Box Block Upper X/8 */
-+#define BBR (4<<10) /* Box Block Right X/8 */
-+#define BBQ (5<<10) /* Box Block Quadrants */
-+#define BRL (6<<10) /* Box Braille (data is lower byte of U28XX) */
-+
-+#define BBS (1<<14) /* Box Block Shades */
-+#define BDB (1<<15) /* Box Draw is Bold */
-+
-+/* (BDL/BDA) Light/Double/Heavy x Left/Up/Right/Down/Horizontal/Vertical */
-+/* Heavy is light+double (literally drawing light+double align to form heavy) */
-+#define LL (1<<0)
-+#define LU (1<<1)
-+#define LR (1<<2)
-+#define LD (1<<3)
-+#define LH (LL+LR)
-+#define LV (LU+LD)
-+
-+#define DL (1<<4)
-+#define DU (1<<5)
-+#define DR (1<<6)
-+#define DD (1<<7)
-+#define DH (DL+DR)
-+#define DV (DU+DD)
-+
-+#define HL (LL+DL)
-+#define HU (LU+DU)
-+#define HR (LR+DR)
-+#define HD (LD+DD)
-+#define HH (HL+HR)
-+#define HV (HU+HD)
-+
-+/* (BBQ) Quadrants Top/Bottom x Left/Right */
-+#define TL (1<<0)
-+#define TR (1<<1)
-+#define BL (1<<2)
-+#define BR (1<<3)
-+
-+/* Data for U+2500 - U+259F except dashes/diagonals */
-+static const unsigned short boxdata[256] = {
-+ /* light lines */
-+ [0x00] = BDL + LH, /* light horizontal */
-+ [0x02] = BDL + LV, /* light vertical */
-+ [0x0c] = BDL + LD + LR, /* light down and right */
-+ [0x10] = BDL + LD + LL, /* light down and left */
-+ [0x14] = BDL + LU + LR, /* light up and right */
-+ [0x18] = BDL + LU + LL, /* light up and left */
-+ [0x1c] = BDL + LV + LR, /* light vertical and right */
-+ [0x24] = BDL + LV + LL, /* light vertical and left */
-+ [0x2c] = BDL + LH + LD, /* light horizontal and down */
-+ [0x34] = BDL + LH + LU, /* light horizontal and up */
-+ [0x3c] = BDL + LV + LH, /* light vertical and horizontal */
-+ [0x74] = BDL + LL, /* light left */
-+ [0x75] = BDL + LU, /* light up */
-+ [0x76] = BDL + LR, /* light right */
-+ [0x77] = BDL + LD, /* light down */
-+
-+ /* heavy [+light] lines */
-+ [0x01] = BDL + HH,
-+ [0x03] = BDL + HV,
-+ [0x0d] = BDL + HR + LD,
-+ [0x0e] = BDL + HD + LR,
-+ [0x0f] = BDL + HD + HR,
-+ [0x11] = BDL + HL + LD,
-+ [0x12] = BDL + HD + LL,
-+ [0x13] = BDL + HD + HL,
-+ [0x15] = BDL + HR + LU,
-+ [0x16] = BDL + HU + LR,
-+ [0x17] = BDL + HU + HR,
-+ [0x19] = BDL + HL + LU,
-+ [0x1a] = BDL + HU + LL,
-+ [0x1b] = BDL + HU + HL,
-+ [0x1d] = BDL + HR + LV,
-+ [0x1e] = BDL + HU + LD + LR,
-+ [0x1f] = BDL + HD + LR + LU,
-+ [0x20] = BDL + HV + LR,
-+ [0x21] = BDL + HU + HR + LD,
-+ [0x22] = BDL + HD + HR + LU,
-+ [0x23] = BDL + HV + HR,
-+ [0x25] = BDL + HL + LV,
-+ [0x26] = BDL + HU + LD + LL,
-+ [0x27] = BDL + HD + LU + LL,
-+ [0x28] = BDL + HV + LL,
-+ [0x29] = BDL + HU + HL + LD,
-+ [0x2a] = BDL + HD + HL + LU,
-+ [0x2b] = BDL + HV + HL,
-+ [0x2d] = BDL + HL + LD + LR,
-+ [0x2e] = BDL + HR + LL + LD,
-+ [0x2f] = BDL + HH + LD,
-+ [0x30] = BDL + HD + LH,
-+ [0x31] = BDL + HD + HL + LR,
-+ [0x32] = BDL + HR + HD + LL,
-+ [0x33] = BDL + HH + HD,
-+ [0x35] = BDL + HL + LU + LR,
-+ [0x36] = BDL + HR + LU + LL,
-+ [0x37] = BDL + HH + LU,
-+ [0x38] = BDL + HU + LH,
-+ [0x39] = BDL + HU + HL + LR,
-+ [0x3a] = BDL + HU + HR + LL,
-+ [0x3b] = BDL + HH + HU,
-+ [0x3d] = BDL + HL + LV + LR,
-+ [0x3e] = BDL + HR + LV + LL,
-+ [0x3f] = BDL + HH + LV,
-+ [0x40] = BDL + HU + LH + LD,
-+ [0x41] = BDL + HD + LH + LU,
-+ [0x42] = BDL + HV + LH,
-+ [0x43] = BDL + HU + HL + LD + LR,
-+ [0x44] = BDL + HU + HR + LD + LL,
-+ [0x45] = BDL + HD + HL + LU + LR,
-+ [0x46] = BDL + HD + HR + LU + LL,
-+ [0x47] = BDL + HH + HU + LD,
-+ [0x48] = BDL + HH + HD + LU,
-+ [0x49] = BDL + HV + HL + LR,
-+ [0x4a] = BDL + HV + HR + LL,
-+ [0x4b] = BDL + HV + HH,
-+ [0x78] = BDL + HL,
-+ [0x79] = BDL + HU,
-+ [0x7a] = BDL + HR,
-+ [0x7b] = BDL + HD,
-+ [0x7c] = BDL + HR + LL,
-+ [0x7d] = BDL + HD + LU,
-+ [0x7e] = BDL + HL + LR,
-+ [0x7f] = BDL + HU + LD,
-+
-+ /* double [+light] lines */
-+ [0x50] = BDL + DH,
-+ [0x51] = BDL + DV,
-+ [0x52] = BDL + DR + LD,
-+ [0x53] = BDL + DD + LR,
-+ [0x54] = BDL + DR + DD,
-+ [0x55] = BDL + DL + LD,
-+ [0x56] = BDL + DD + LL,
-+ [0x57] = BDL + DL + DD,
-+ [0x58] = BDL + DR + LU,
-+ [0x59] = BDL + DU + LR,
-+ [0x5a] = BDL + DU + DR,
-+ [0x5b] = BDL + DL + LU,
-+ [0x5c] = BDL + DU + LL,
-+ [0x5d] = BDL + DL + DU,
-+ [0x5e] = BDL + DR + LV,
-+ [0x5f] = BDL + DV + LR,
-+ [0x60] = BDL + DV + DR,
-+ [0x61] = BDL + DL + LV,
-+ [0x62] = BDL + DV + LL,
-+ [0x63] = BDL + DV + DL,
-+ [0x64] = BDL + DH + LD,
-+ [0x65] = BDL + DD + LH,
-+ [0x66] = BDL + DD + DH,
-+ [0x67] = BDL + DH + LU,
-+ [0x68] = BDL + DU + LH,
-+ [0x69] = BDL + DH + DU,
-+ [0x6a] = BDL + DH + LV,
-+ [0x6b] = BDL + DV + LH,
-+ [0x6c] = BDL + DH + DV,
-+
-+ /* (light) arcs */
-+ [0x6d] = BDA + LD + LR,
-+ [0x6e] = BDA + LD + LL,
-+ [0x6f] = BDA + LU + LL,
-+ [0x70] = BDA + LU + LR,
-+
-+ /* Lower (Down) X/8 block (data is 8 - X) */
-+ [0x81] = BBD + 7, [0x82] = BBD + 6, [0x83] = BBD + 5, [0x84] = BBD + 4,
-+ [0x85] = BBD + 3, [0x86] = BBD + 2, [0x87] = BBD + 1, [0x88] = BBD + 0,
-+
-+ /* Left X/8 block (data is X) */
-+ [0x89] = BBL + 7, [0x8a] = BBL + 6, [0x8b] = BBL + 5, [0x8c] = BBL + 4,
-+ [0x8d] = BBL + 3, [0x8e] = BBL + 2, [0x8f] = BBL + 1,
-+
-+ /* upper 1/2 (4/8), 1/8 block (X), right 1/2, 1/8 block (8-X) */
-+ [0x80] = BBU + 4, [0x94] = BBU + 1,
-+ [0x90] = BBR + 4, [0x95] = BBR + 7,
-+
-+ /* Quadrants */
-+ [0x96] = BBQ + BL,
-+ [0x97] = BBQ + BR,
-+ [0x98] = BBQ + TL,
-+ [0x99] = BBQ + TL + BL + BR,
-+ [0x9a] = BBQ + TL + BR,
-+ [0x9b] = BBQ + TL + TR + BL,
-+ [0x9c] = BBQ + TL + TR + BR,
-+ [0x9d] = BBQ + TR,
-+ [0x9e] = BBQ + BL + TR,
-+ [0x9f] = BBQ + BL + TR + BR,
-+
-+ /* Shades, data is an alpha value in 25% units (1/4, 1/2, 3/4) */
-+ [0x91] = BBS + 1, [0x92] = BBS + 2, [0x93] = BBS + 3,
-+
-+ /* U+2504 - U+250B, U+254C - U+254F: unsupported (dashes) */
-+ /* U+2571 - U+2573: unsupported (diagonals) */
-+};
diff --git a/config.def.h b/config.def.h
-index 91ab8ca..805e09d 100644
+index 91ab8ca..5904cb6 100644
--- a/config.def.h
+++ b/config.def.h
@@ -5,7 +5,13 @@
@@ -500,7 +80,34 @@ index 91ab8ca..805e09d 100644
/* Terminal colors (16 first used in escape sequence) */
static const char *colorname[] = {
/* 8 normal colors */
-@@ -170,12 +191,50 @@ static unsigned int defaultattr = 11;
+@@ -135,13 +156,20 @@ unsigned int defaultcs = 256;
+ static unsigned int defaultrcs = 257;
+
+ /*
+- * Default shape of cursor
+- * 2: Block ("█")
+- * 4: Underline ("_")
+- * 6: Bar ("|")
+- * 7: Snowman ("☃")
++ * https://invisible-island.net/xterm/ctlseqs/ctlseqs.html#h4-Functions-using-CSI-_-ordered-by-the-final-character-lparen-s-rparen:CSI-Ps-SP-q.1D81
++ * Default style of cursor
++ * 0: blinking block
++ * 1: blinking block (default)
++ * 2: steady block ("█")
++ * 3: blinking underline
++ * 4: steady underline ("_")
++ * 5: blinking bar
++ * 6: steady bar ("|")
++ * 7: blinking st cursor
++ * 8: steady st cursor
+ */
+-static unsigned int cursorshape = 2;
++static unsigned int cursorstyle = 1;
++static Rune stcursor = 0x2603; /* snowman ("☃") */
+
+ /*
+ * Default columns and rows numbers
+@@ -170,12 +198,50 @@ static unsigned int defaultattr = 11;
*/
static uint forcemousemod = ShiftMask;
@@ -551,7 +158,7 @@ index 91ab8ca..805e09d 100644
{ XK_ANY_MOD, Button2, selpaste, {.i = 0}, 1 },
{ ShiftMask, Button4, ttysend, {.s = "\033[5;2~"} },
{ XK_ANY_MOD, Button4, ttysend, {.s = "\031"} },
-@@ -201,6 +260,8 @@ static Shortcut shortcuts[] = {
+@@ -201,6 +267,8 @@ static Shortcut shortcuts[] = {
{ TERMMOD, XK_Y, selpaste, {.i = 0} },
{ ShiftMask, XK_Insert, selpaste, {.i = 0} },
{ TERMMOD, XK_Num_Lock, numlock, {.i = 0} },
@@ -560,548 +167,6 @@ index 91ab8ca..805e09d 100644
};
/*
-diff --git a/config.h b/config.h
-new file mode 100644
-index 0000000..206c72d
---- /dev/null
-+++ b/config.h
-@@ -0,0 +1,536 @@
-+/* See LICENSE file for copyright and license details. */
-+
-+/*
-+ * appearance
-+ *
-+ * font: see http://freedesktop.org/software/fontconfig/fontconfig-user.html
-+ */
-+static char *font = "Liberation Mono:pixelsize=10:antialias=true:autohint=true";
-+/* Spare fonts */
-+static char *font2[] = {
-+/* "Inconsolata for Powerline:pixelsize=12:antialias=true:autohint=true", */
-+/* "Hack Nerd Font Mono:pixelsize=11:antialias=true:autohint=true", */
-+};
-+
-+static int borderpx = 2;
-+
-+/*
-+ * What program is execed by st depends of these precedence rules:
-+ * 1: program passed with -e
-+ * 2: scroll and/or utmp
-+ * 3: SHELL environment variable
-+ * 4: value of shell in /etc/passwd
-+ * 5: value of shell in config.h
-+ */
-+static char *shell = "/bin/sh";
-+char *utmp = NULL;
-+/* scroll program: to enable use a string like "scroll" */
-+char *scroll = NULL;
-+char *stty_args = "stty raw pass8 nl -echo -iexten -cstopb 38400";
-+
-+/* identification sequence returned in DA and DECID */
-+char *vtiden = "\033[?6c";
-+
-+/* Kerning / character bounding-box multipliers */
-+static float cwscale = 1.0;
-+static float chscale = 1.0;
-+
-+/*
-+ * word delimiter string
-+ *
-+ * More advanced example: L" `'\"()[]{}"
-+ */
-+wchar_t *worddelimiters = L" ";
-+
-+/* selection timeouts (in milliseconds) */
-+static unsigned int doubleclicktimeout = 300;
-+static unsigned int tripleclicktimeout = 600;
-+
-+/* alt screens */
-+int allowaltscreen = 1;
-+
-+/* allow certain non-interactive (insecure) window operations such as:
-+ setting the clipboard text */
-+int allowwindowops = 0;
-+
-+/*
-+ * draw latency range in ms - from new content/keypress/etc until drawing.
-+ * within this range, st draws when content stops arriving (idle). mostly it's
-+ * near minlatency, but it waits longer for slow updates to avoid partial draw.
-+ * low minlatency will tear/flicker more, as it can "detect" idle too early.
-+ */
-+static double minlatency = 8;
-+static double maxlatency = 33;
-+
-+/*
-+ * blinking timeout (set to 0 to disable blinking) for the terminal blinking
-+ * attribute.
-+ */
-+static unsigned int blinktimeout = 800;
-+
-+/*
-+ * thickness of underline and bar cursors
-+ */
-+static unsigned int cursorthickness = 2;
-+
-+/*
-+ * 1: render most of the lines/blocks characters without using the font for
-+ * perfect alignment between cells (U2500 - U259F except dashes/diagonals).
-+ * Bold affects lines thickness if boxdraw_bold is not 0. Italic is ignored.
-+ * 0: disable (render all U25XX glyphs normally from the font).
-+ */
-+const int boxdraw = 0;
-+const int boxdraw_bold = 0;
-+
-+/* braille (U28XX): 1: render as adjacent "pixels", 0: use font */
-+const int boxdraw_braille = 0;
-+
-+/*
-+ * bell volume. It must be a value between -100 and 100. Use 0 for disabling
-+ * it
-+ */
-+static int bellvolume = 0;
-+
-+/* default TERM value */
-+char *termname = "st-256color";
-+
-+/*
-+ * spaces per tab
-+ *
-+ * When you are changing this value, don't forget to adapt the »it« value in
-+ * the st.info and appropriately install the st.info in the environment where
-+ * you use this st version.
-+ *
-+ * it#$tabspaces,
-+ *
-+ * Secondly make sure your kernel is not expanding tabs. When running `stty
-+ * -a` »tab0« should appear. You can tell the terminal to not expand tabs by
-+ * running following command:
-+ *
-+ * stty tabs
-+ */
-+unsigned int tabspaces = 8;
-+
-+/* Terminal colors (16 first used in escape sequence) */
-+static const char *colorname[] = {
-+ /* 8 normal colors */
-+ "black",
-+ "red3",
-+ "green3",
-+ "yellow3",
-+ "blue2",
-+ "magenta3",
-+ "cyan3",
-+ "gray90",
-+
-+ /* 8 bright colors */
-+ "gray50",
-+ "red",
-+ "green",
-+ "yellow",
-+ "#5c5cff",
-+ "magenta",
-+ "cyan",
-+ "white",
-+
-+ [255] = 0,
-+
-+ /* more colors can be added after 255 to use with DefaultXX */
-+ "#cccccc",
-+ "#555555",
-+ "gray90", /* default foreground colour */
-+ "black", /* default background colour */
-+};
-+
-+
-+/*
-+ * Default colors (colorname index)
-+ * foreground, background, cursor, reverse cursor
-+ */
-+unsigned int defaultfg = 258;
-+unsigned int defaultbg = 259;
-+unsigned int defaultcs = 256;
-+static unsigned int defaultrcs = 257;
-+
-+/*
-+ * Default alpha
-+ */
-+float alpha = 0.75;
-+/*
-+ * Default shape of cursor
-+ * 2: Block ("█")
-+ * 4: Underline ("_")
-+ * 6: Bar ("|")
-+ * 7: Snowman ("☃")
-+ */
-+static unsigned int cursorshape = 2;
-+
-+/*
-+ * Default columns and rows numbers
-+ */
-+
-+static unsigned int cols = 80;
-+static unsigned int rows = 24;
-+
-+/*
-+ * Default colour and shape of the mouse cursor
-+ */
-+static unsigned int mouseshape = XC_xterm;
-+static unsigned int mousefg = 7;
-+static unsigned int mousebg = 0;
-+
-+/*
-+ * Color used to display font attributes when fontconfig selected a font which
-+ * doesn't match the ones requested.
-+ */
-+static unsigned int defaultattr = 11;
-+
-+/*
-+ * Force mouse select/shortcuts while mask is active (when MODE_MOUSE is set).
-+ * Note that if you want to use ShiftMask with selmasks, set this to an other
-+ * modifier, set to 0 to not use it.
-+ */
-+static uint forcemousemod = ShiftMask;
-+
-+/*
-+ * Xresources preferences to load at startup
-+ */
-+ResourcePref resources[] = {
-+ { "font", STRING, &font },
-+ { "color0", STRING, &colorname[0] },
-+ { "color1", STRING, &colorname[1] },
-+ { "color2", STRING, &colorname[2] },
-+ { "color3", STRING, &colorname[3] },
-+ { "color4", STRING, &colorname[4] },
-+ { "color5", STRING, &colorname[5] },
-+ { "color6", STRING, &colorname[6] },
-+ { "color7", STRING, &colorname[7] },
-+ { "color8", STRING, &colorname[8] },
-+ { "color9", STRING, &colorname[9] },
-+ { "color10", STRING, &colorname[10] },
-+ { "color11", STRING, &colorname[11] },
-+ { "color12", STRING, &colorname[12] },
-+ { "color13", STRING, &colorname[13] },
-+ { "color14", STRING, &colorname[14] },
-+ { "color15", STRING, &colorname[15] },
-+ { "background", STRING, &colorname[259] },
-+ { "foreground", STRING, &colorname[258] },
-+ { "cursorColor", STRING, &colorname[256] },
-+ { "termname", STRING, &termname },
-+ { "shell", STRING, &shell },
-+ { "minlatency", INTEGER, &minlatency },
-+ { "maxlatency", INTEGER, &maxlatency },
-+ { "blinktimeout", INTEGER, &blinktimeout },
-+ { "bellvolume", INTEGER, &bellvolume },
-+ { "tabspaces", INTEGER, &tabspaces },
-+ { "borderpx", INTEGER, &borderpx },
-+ { "cwscale", FLOAT, &cwscale },
-+ { "chscale", FLOAT, &chscale },
-+};
-+
-+/*
-+ * Internal mouse shortcuts.
-+ * Beware that overloading Button1 will disable the selection.
-+ */
-+static MouseShortcut mshortcuts[] = {
-+ /* mask button function argument release */
-+ { XK_ANY_MOD, Button4, kscrollup, {.i = 5} },
-+ { XK_ANY_MOD, Button5, kscrolldown, {.i = 5} },
-+ { XK_ANY_MOD, Button2, selpaste, {.i = 0}, 1 },
-+ { ShiftMask, Button4, ttysend, {.s = "\033[5;2~"} },
-+ { XK_ANY_MOD, Button4, ttysend, {.s = "\031"} },
-+ { ShiftMask, Button5, ttysend, {.s = "\033[6;2~"} },
-+ { XK_ANY_MOD, Button5, ttysend, {.s = "\005"} },
-+};
-+
-+/* Internal keyboard shortcuts. */
-+#define MODKEY Mod1Mask
-+#define TERMMOD (ControlMask|ShiftMask)
-+
-+static Shortcut shortcuts[] = {
-+ /* mask keysym function argument */
-+ { XK_ANY_MOD, XK_Break, sendbreak, {.i = 0} },
-+ { ControlMask, XK_Print, toggleprinter, {.i = 0} },
-+ { ShiftMask, XK_Print, printscreen, {.i = 0} },
-+ { XK_ANY_MOD, XK_Print, printsel, {.i = 0} },
-+ { TERMMOD, XK_Prior, zoom, {.f = +1} },
-+ { TERMMOD, XK_Next, zoom, {.f = -1} },
-+ { TERMMOD, XK_Home, zoomreset, {.f = 0} },
-+ { TERMMOD, XK_C, clipcopy, {.i = 0} },
-+ { TERMMOD, XK_V, clippaste, {.i = 0} },
-+ { TERMMOD, XK_Y, selpaste, {.i = 0} },
-+ { ShiftMask, XK_Insert, selpaste, {.i = 0} },
-+ { TERMMOD, XK_Num_Lock, numlock, {.i = 0} },
-+ { ShiftMask, XK_Page_Up, kscrollup, {.i = -1} },
-+ { ShiftMask, XK_Page_Down, kscrolldown, {.i = -1} },
-+};
-+
-+/*
-+ * Special keys (change & recompile st.info accordingly)
-+ *
-+ * Mask value:
-+ * * Use XK_ANY_MOD to match the key no matter modifiers state
-+ * * Use XK_NO_MOD to match the key alone (no modifiers)
-+ * appkey value:
-+ * * 0: no value
-+ * * > 0: keypad application mode enabled
-+ * * = 2: term.numlock = 1
-+ * * < 0: keypad application mode disabled
-+ * appcursor value:
-+ * * 0: no value
-+ * * > 0: cursor application mode enabled
-+ * * < 0: cursor application mode disabled
-+ *
-+ * Be careful with the order of the definitions because st searches in
-+ * this table sequentially, so any XK_ANY_MOD must be in the last
-+ * position for a key.
-+ */
-+
-+/*
-+ * If you want keys other than the X11 function keys (0xFD00 - 0xFFFF)
-+ * to be mapped below, add them to this array.
-+ */
-+static KeySym mappedkeys[] = { -1 };
-+
-+/*
-+ * State bits to ignore when matching key or button events. By default,
-+ * numlock (Mod2Mask) and keyboard layout (XK_SWITCH_MOD) are ignored.
-+ */
-+static uint ignoremod = Mod2Mask|XK_SWITCH_MOD;
-+
-+/*
-+ * This is the huge key array which defines all compatibility to the Linux
-+ * world. Please decide about changes wisely.
-+ */
-+static Key key[] = {
-+ /* keysym mask string appkey appcursor */
-+ { XK_KP_Home, ShiftMask, "\033[2J", 0, -1},
-+ { XK_KP_Home, ShiftMask, "\033[1;2H", 0, +1},
-+ { XK_KP_Home, XK_ANY_MOD, "\033[H", 0, -1},
-+ { XK_KP_Home, XK_ANY_MOD, "\033[1~", 0, +1},
-+ { XK_KP_Up, XK_ANY_MOD, "\033Ox", +1, 0},
-+ { XK_KP_Up, XK_ANY_MOD, "\033[A", 0, -1},
-+ { XK_KP_Up, XK_ANY_MOD, "\033OA", 0, +1},
-+ { XK_KP_Down, XK_ANY_MOD, "\033Or", +1, 0},
-+ { XK_KP_Down, XK_ANY_MOD, "\033[B", 0, -1},
-+ { XK_KP_Down, XK_ANY_MOD, "\033OB", 0, +1},
-+ { XK_KP_Left, XK_ANY_MOD, "\033Ot", +1, 0},
-+ { XK_KP_Left, XK_ANY_MOD, "\033[D", 0, -1},
-+ { XK_KP_Left, XK_ANY_MOD, "\033OD", 0, +1},
-+ { XK_KP_Right, XK_ANY_MOD, "\033Ov", +1, 0},
-+ { XK_KP_Right, XK_ANY_MOD, "\033[C", 0, -1},
-+ { XK_KP_Right, XK_ANY_MOD, "\033OC", 0, +1},
-+ { XK_KP_Prior, ShiftMask, "\033[5;2~", 0, 0},
-+ { XK_KP_Prior, XK_ANY_MOD, "\033[5~", 0, 0},
-+ { XK_KP_Begin, XK_ANY_MOD, "\033[E", 0, 0},
-+ { XK_KP_End, ControlMask, "\033[J", -1, 0},
-+ { XK_KP_End, ControlMask, "\033[1;5F", +1, 0},
-+ { XK_KP_End, ShiftMask, "\033[K", -1, 0},
-+ { XK_KP_End, ShiftMask, "\033[1;2F", +1, 0},
-+ { XK_KP_End, XK_ANY_MOD, "\033[4~", 0, 0},
-+ { XK_KP_Next, ShiftMask, "\033[6;2~", 0, 0},
-+ { XK_KP_Next, XK_ANY_MOD, "\033[6~", 0, 0},
-+ { XK_KP_Insert, ShiftMask, "\033[2;2~", +1, 0},
-+ { XK_KP_Insert, ShiftMask, "\033[4l", -1, 0},
-+ { XK_KP_Insert, ControlMask, "\033[L", -1, 0},
-+ { XK_KP_Insert, ControlMask, "\033[2;5~", +1, 0},
-+ { XK_KP_Insert, XK_ANY_MOD, "\033[4h", -1, 0},
-+ { XK_KP_Insert, XK_ANY_MOD, "\033[2~", +1, 0},
-+ { XK_KP_Delete, ControlMask, "\033[M", -1, 0},
-+ { XK_KP_Delete, ControlMask, "\033[3;5~", +1, 0},
-+ { XK_KP_Delete, ShiftMask, "\033[2K", -1, 0},
-+ { XK_KP_Delete, ShiftMask, "\033[3;2~", +1, 0},
-+ { XK_KP_Delete, XK_ANY_MOD, "\033[P", -1, 0},
-+ { XK_KP_Delete, XK_ANY_MOD, "\033[3~", +1, 0},
-+ { XK_KP_Multiply, XK_ANY_MOD, "\033Oj", +2, 0},
-+ { XK_KP_Add, XK_ANY_MOD, "\033Ok", +2, 0},
-+ { XK_KP_Enter, XK_ANY_MOD, "\033OM", +2, 0},
-+ { XK_KP_Enter, XK_ANY_MOD, "\r", -1, 0},
-+ { XK_KP_Subtract, XK_ANY_MOD, "\033Om", +2, 0},
-+ { XK_KP_Decimal, XK_ANY_MOD, "\033On", +2, 0},
-+ { XK_KP_Divide, XK_ANY_MOD, "\033Oo", +2, 0},
-+ { XK_KP_0, XK_ANY_MOD, "\033Op", +2, 0},
-+ { XK_KP_1, XK_ANY_MOD, "\033Oq", +2, 0},
-+ { XK_KP_2, XK_ANY_MOD, "\033Or", +2, 0},
-+ { XK_KP_3, XK_ANY_MOD, "\033Os", +2, 0},
-+ { XK_KP_4, XK_ANY_MOD, "\033Ot", +2, 0},
-+ { XK_KP_5, XK_ANY_MOD, "\033Ou", +2, 0},
-+ { XK_KP_6, XK_ANY_MOD, "\033Ov", +2, 0},
-+ { XK_KP_7, XK_ANY_MOD, "\033Ow", +2, 0},
-+ { XK_KP_8, XK_ANY_MOD, "\033Ox", +2, 0},
-+ { XK_KP_9, XK_ANY_MOD, "\033Oy", +2, 0},
-+ { XK_Up, ShiftMask, "\033[1;2A", 0, 0},
-+ { XK_Up, Mod1Mask, "\033[1;3A", 0, 0},
-+ { XK_Up, ShiftMask|Mod1Mask,"\033[1;4A", 0, 0},
-+ { XK_Up, ControlMask, "\033[1;5A", 0, 0},
-+ { XK_Up, ShiftMask|ControlMask,"\033[1;6A", 0, 0},
-+ { XK_Up, ControlMask|Mod1Mask,"\033[1;7A", 0, 0},
-+ { XK_Up,ShiftMask|ControlMask|Mod1Mask,"\033[1;8A", 0, 0},
-+ { XK_Up, XK_ANY_MOD, "\033[A", 0, -1},
-+ { XK_Up, XK_ANY_MOD, "\033OA", 0, +1},
-+ { XK_Down, ShiftMask, "\033[1;2B", 0, 0},
-+ { XK_Down, Mod1Mask, "\033[1;3B", 0, 0},
-+ { XK_Down, ShiftMask|Mod1Mask,"\033[1;4B", 0, 0},
-+ { XK_Down, ControlMask, "\033[1;5B", 0, 0},
-+ { XK_Down, ShiftMask|ControlMask,"\033[1;6B", 0, 0},
-+ { XK_Down, ControlMask|Mod1Mask,"\033[1;7B", 0, 0},
-+ { XK_Down,ShiftMask|ControlMask|Mod1Mask,"\033[1;8B",0, 0},
-+ { XK_Down, XK_ANY_MOD, "\033[B", 0, -1},
-+ { XK_Down, XK_ANY_MOD, "\033OB", 0, +1},
-+ { XK_Left, ShiftMask, "\033[1;2D", 0, 0},
-+ { XK_Left, Mod1Mask, "\033[1;3D", 0, 0},
-+ { XK_Left, ShiftMask|Mod1Mask,"\033[1;4D", 0, 0},
-+ { XK_Left, ControlMask, "\033[1;5D", 0, 0},
-+ { XK_Left, ShiftMask|ControlMask,"\033[1;6D", 0, 0},
-+ { XK_Left, ControlMask|Mod1Mask,"\033[1;7D", 0, 0},
-+ { XK_Left,ShiftMask|ControlMask|Mod1Mask,"\033[1;8D",0, 0},
-+ { XK_Left, XK_ANY_MOD, "\033[D", 0, -1},
-+ { XK_Left, XK_ANY_MOD, "\033OD", 0, +1},
-+ { XK_Right, ShiftMask, "\033[1;2C", 0, 0},
-+ { XK_Right, Mod1Mask, "\033[1;3C", 0, 0},
-+ { XK_Right, ShiftMask|Mod1Mask,"\033[1;4C", 0, 0},
-+ { XK_Right, ControlMask, "\033[1;5C", 0, 0},
-+ { XK_Right, ShiftMask|ControlMask,"\033[1;6C", 0, 0},
-+ { XK_Right, ControlMask|Mod1Mask,"\033[1;7C", 0, 0},
-+ { XK_Right,ShiftMask|ControlMask|Mod1Mask,"\033[1;8C",0, 0},
-+ { XK_Right, XK_ANY_MOD, "\033[C", 0, -1},
-+ { XK_Right, XK_ANY_MOD, "\033OC", 0, +1},
-+ { XK_ISO_Left_Tab, ShiftMask, "\033[Z", 0, 0},
-+ { XK_Return, Mod1Mask, "\033\r", 0, 0},
-+ { XK_Return, XK_ANY_MOD, "\r", 0, 0},
-+ { XK_Insert, ShiftMask, "\033[4l", -1, 0},
-+ { XK_Insert, ShiftMask, "\033[2;2~", +1, 0},
-+ { XK_Insert, ControlMask, "\033[L", -1, 0},
-+ { XK_Insert, ControlMask, "\033[2;5~", +1, 0},
-+ { XK_Insert, XK_ANY_MOD, "\033[4h", -1, 0},
-+ { XK_Insert, XK_ANY_MOD, "\033[2~", +1, 0},
-+ { XK_Delete, ControlMask, "\033[M", -1, 0},
-+ { XK_Delete, ControlMask, "\033[3;5~", +1, 0},
-+ { XK_Delete, ShiftMask, "\033[2K", -1, 0},
-+ { XK_Delete, ShiftMask, "\033[3;2~", +1, 0},
-+ { XK_Delete, XK_ANY_MOD, "\033[P", -1, 0},
-+ { XK_Delete, XK_ANY_MOD, "\033[3~", +1, 0},
-+ { XK_BackSpace, XK_NO_MOD, "\177", 0, 0},
-+ { XK_BackSpace, Mod1Mask, "\033\177", 0, 0},
-+ { XK_Home, ShiftMask, "\033[2J", 0, -1},
-+ { XK_Home, ShiftMask, "\033[1;2H", 0, +1},
-+ { XK_Home, XK_ANY_MOD, "\033[H", 0, -1},
-+ { XK_Home, XK_ANY_MOD, "\033[1~", 0, +1},
-+ { XK_End, ControlMask, "\033[J", -1, 0},
-+ { XK_End, ControlMask, "\033[1;5F", +1, 0},
-+ { XK_End, ShiftMask, "\033[K", -1, 0},
-+ { XK_End, ShiftMask, "\033[1;2F", +1, 0},
-+ { XK_End, XK_ANY_MOD, "\033[4~", 0, 0},
-+ { XK_Prior, ControlMask, "\033[5;5~", 0, 0},
-+ { XK_Prior, ShiftMask, "\033[5;2~", 0, 0},
-+ { XK_Prior, XK_ANY_MOD, "\033[5~", 0, 0},
-+ { XK_Next, ControlMask, "\033[6;5~", 0, 0},
-+ { XK_Next, ShiftMask, "\033[6;2~", 0, 0},
-+ { XK_Next, XK_ANY_MOD, "\033[6~", 0, 0},
-+ { XK_F1, XK_NO_MOD, "\033OP" , 0, 0},
-+ { XK_F1, /* F13 */ ShiftMask, "\033[1;2P", 0, 0},
-+ { XK_F1, /* F25 */ ControlMask, "\033[1;5P", 0, 0},
-+ { XK_F1, /* F37 */ Mod4Mask, "\033[1;6P", 0, 0},
-+ { XK_F1, /* F49 */ Mod1Mask, "\033[1;3P", 0, 0},
-+ { XK_F1, /* F61 */ Mod3Mask, "\033[1;4P", 0, 0},
-+ { XK_F2, XK_NO_MOD, "\033OQ" , 0, 0},
-+ { XK_F2, /* F14 */ ShiftMask, "\033[1;2Q", 0, 0},
-+ { XK_F2, /* F26 */ ControlMask, "\033[1;5Q", 0, 0},
-+ { XK_F2, /* F38 */ Mod4Mask, "\033[1;6Q", 0, 0},
-+ { XK_F2, /* F50 */ Mod1Mask, "\033[1;3Q", 0, 0},
-+ { XK_F2, /* F62 */ Mod3Mask, "\033[1;4Q", 0, 0},
-+ { XK_F3, XK_NO_MOD, "\033OR" , 0, 0},
-+ { XK_F3, /* F15 */ ShiftMask, "\033[1;2R", 0, 0},
-+ { XK_F3, /* F27 */ ControlMask, "\033[1;5R", 0, 0},
-+ { XK_F3, /* F39 */ Mod4Mask, "\033[1;6R", 0, 0},
-+ { XK_F3, /* F51 */ Mod1Mask, "\033[1;3R", 0, 0},
-+ { XK_F3, /* F63 */ Mod3Mask, "\033[1;4R", 0, 0},
-+ { XK_F4, XK_NO_MOD, "\033OS" , 0, 0},
-+ { XK_F4, /* F16 */ ShiftMask, "\033[1;2S", 0, 0},
-+ { XK_F4, /* F28 */ ControlMask, "\033[1;5S", 0, 0},
-+ { XK_F4, /* F40 */ Mod4Mask, "\033[1;6S", 0, 0},
-+ { XK_F4, /* F52 */ Mod1Mask, "\033[1;3S", 0, 0},
-+ { XK_F5, XK_NO_MOD, "\033[15~", 0, 0},
-+ { XK_F5, /* F17 */ ShiftMask, "\033[15;2~", 0, 0},
-+ { XK_F5, /* F29 */ ControlMask, "\033[15;5~", 0, 0},
-+ { XK_F5, /* F41 */ Mod4Mask, "\033[15;6~", 0, 0},
-+ { XK_F5, /* F53 */ Mod1Mask, "\033[15;3~", 0, 0},
-+ { XK_F6, XK_NO_MOD, "\033[17~", 0, 0},
-+ { XK_F6, /* F18 */ ShiftMask, "\033[17;2~", 0, 0},
-+ { XK_F6, /* F30 */ ControlMask, "\033[17;5~", 0, 0},
-+ { XK_F6, /* F42 */ Mod4Mask, "\033[17;6~", 0, 0},
-+ { XK_F6, /* F54 */ Mod1Mask, "\033[17;3~", 0, 0},
-+ { XK_F7, XK_NO_MOD, "\033[18~", 0, 0},
-+ { XK_F7, /* F19 */ ShiftMask, "\033[18;2~", 0, 0},
-+ { XK_F7, /* F31 */ ControlMask, "\033[18;5~", 0, 0},
-+ { XK_F7, /* F43 */ Mod4Mask, "\033[18;6~", 0, 0},
-+ { XK_F7, /* F55 */ Mod1Mask, "\033[18;3~", 0, 0},
-+ { XK_F8, XK_NO_MOD, "\033[19~", 0, 0},
-+ { XK_F8, /* F20 */ ShiftMask, "\033[19;2~", 0, 0},
-+ { XK_F8, /* F32 */ ControlMask, "\033[19;5~", 0, 0},
-+ { XK_F8, /* F44 */ Mod4Mask, "\033[19;6~", 0, 0},
-+ { XK_F8, /* F56 */ Mod1Mask, "\033[19;3~", 0, 0},
-+ { XK_F9, XK_NO_MOD, "\033[20~", 0, 0},
-+ { XK_F9, /* F21 */ ShiftMask, "\033[20;2~", 0, 0},
-+ { XK_F9, /* F33 */ ControlMask, "\033[20;5~", 0, 0},
-+ { XK_F9, /* F45 */ Mod4Mask, "\033[20;6~", 0, 0},
-+ { XK_F9, /* F57 */ Mod1Mask, "\033[20;3~", 0, 0},
-+ { XK_F10, XK_NO_MOD, "\033[21~", 0, 0},
-+ { XK_F10, /* F22 */ ShiftMask, "\033[21;2~", 0, 0},
-+ { XK_F10, /* F34 */ ControlMask, "\033[21;5~", 0, 0},
-+ { XK_F10, /* F46 */ Mod4Mask, "\033[21;6~", 0, 0},
-+ { XK_F10, /* F58 */ Mod1Mask, "\033[21;3~", 0, 0},
-+ { XK_F11, XK_NO_MOD, "\033[23~", 0, 0},
-+ { XK_F11, /* F23 */ ShiftMask, "\033[23;2~", 0, 0},
-+ { XK_F11, /* F35 */ ControlMask, "\033[23;5~", 0, 0},
-+ { XK_F11, /* F47 */ Mod4Mask, "\033[23;6~", 0, 0},
-+ { XK_F11, /* F59 */ Mod1Mask, "\033[23;3~", 0, 0},
-+ { XK_F12, XK_NO_MOD, "\033[24~", 0, 0},
-+ { XK_F12, /* F24 */ ShiftMask, "\033[24;2~", 0, 0},
-+ { XK_F12, /* F36 */ ControlMask, "\033[24;5~", 0, 0},
-+ { XK_F12, /* F48 */ Mod4Mask, "\033[24;6~", 0, 0},
-+ { XK_F12, /* F60 */ Mod1Mask, "\033[24;3~", 0, 0},
-+ { XK_F13, XK_NO_MOD, "\033[1;2P", 0, 0},
-+ { XK_F14, XK_NO_MOD, "\033[1;2Q", 0, 0},
-+ { XK_F15, XK_NO_MOD, "\033[1;2R", 0, 0},
-+ { XK_F16, XK_NO_MOD, "\033[1;2S", 0, 0},
-+ { XK_F17, XK_NO_MOD, "\033[15;2~", 0, 0},
-+ { XK_F18, XK_NO_MOD, "\033[17;2~", 0, 0},
-+ { XK_F19, XK_NO_MOD, "\033[18;2~", 0, 0},
-+ { XK_F20, XK_NO_MOD, "\033[19;2~", 0, 0},
-+ { XK_F21, XK_NO_MOD, "\033[20;2~", 0, 0},
-+ { XK_F22, XK_NO_MOD, "\033[21;2~", 0, 0},
-+ { XK_F23, XK_NO_MOD, "\033[23;2~", 0, 0},
-+ { XK_F24, XK_NO_MOD, "\033[24;2~", 0, 0},
-+ { XK_F25, XK_NO_MOD, "\033[1;5P", 0, 0},
-+ { XK_F26, XK_NO_MOD, "\033[1;5Q", 0, 0},
-+ { XK_F27, XK_NO_MOD, "\033[1;5R", 0, 0},
-+ { XK_F28, XK_NO_MOD, "\033[1;5S", 0, 0},
-+ { XK_F29, XK_NO_MOD, "\033[15;5~", 0, 0},
-+ { XK_F30, XK_NO_MOD, "\033[17;5~", 0, 0},
-+ { XK_F31, XK_NO_MOD, "\033[18;5~", 0, 0},
-+ { XK_F32, XK_NO_MOD, "\033[19;5~", 0, 0},
-+ { XK_F33, XK_NO_MOD, "\033[20;5~", 0, 0},
-+ { XK_F34, XK_NO_MOD, "\033[21;5~", 0, 0},
-+ { XK_F35, XK_NO_MOD, "\033[23;5~", 0, 0},
-+};
-+
-+/*
-+ * Selection types' masks.
-+ * Use the same masks as usual.
-+ * Button1Mask is always unset, to make masks match between ButtonPress.
-+ * ButtonRelease and MotionNotify.
-+ * If no match is found, regular selection is used.
-+ */
-+static uint selmasks[] = {
-+ [SEL_RECTANGULAR] = Mod1Mask,
-+};
-+
-+/*
-+ * Printable characters in ASCII, used to estimate the advance width
-+ * of single wide characters.
-+ */
-+static char ascii_printable[] =
-+ " !\"#$%&'()*+,-./0123456789:;<=>?"
-+ "@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_"
-+ "`abcdefghijklmnopqrstuvwxyz{|}~";
diff --git a/config.mk b/config.mk
index 1e306f8..47c615e 100644
--- a/config.mk
@@ -1116,7 +181,7 @@ index 1e306f8..47c615e 100644
`$(PKG_CONFIG) --libs freetype2`
diff --git a/st.c b/st.c
-index 77c3e8a..df6d4c9 100644
+index d6478f5..1fd732e 100644
--- a/st.c
+++ b/st.c
@@ -35,6 +35,7 @@
@@ -1373,9 +438,9 @@ index 77c3e8a..df6d4c9 100644
}
int32_t
-@@ -1730,11 +1795,11 @@ csihandle(void)
+@@ -1729,11 +1794,11 @@ csihandle(void)
+ break;
case 'S': /* SU -- Scroll <n> line up */
- if (csiescseq.priv) break;
DEFAULT(csiescseq.arg[0], 1);
- tscrollup(term.top, csiescseq.arg[0]);
+ tscrollup(term.top, csiescseq.arg[0], 0);
@@ -1387,7 +452,7 @@ index 77c3e8a..df6d4c9 100644
break;
case 'L': /* IL -- Insert <n> blank lines */
DEFAULT(csiescseq.arg[0], 1);
-@@ -1810,6 +1875,33 @@ csihandle(void)
+@@ -1809,6 +1874,33 @@ csihandle(void)
goto unknown;
}
break;
@@ -1421,7 +486,7 @@ index 77c3e8a..df6d4c9 100644
}
}
-@@ -1888,7 +1980,7 @@ strhandle(void)
+@@ -1887,7 +1979,7 @@ strhandle(void)
switch (par) {
case 0:
if (narg > 1) {
@@ -1430,7 +495,7 @@ index 77c3e8a..df6d4c9 100644
xseticontitle(strescseq.args[1]);
}
return;
-@@ -1898,7 +1990,7 @@ strhandle(void)
+@@ -1897,7 +1989,7 @@ strhandle(void)
return;
case 2:
if (narg > 1)
@@ -1439,7 +504,7 @@ index 77c3e8a..df6d4c9 100644
return;
case 52:
if (narg > 2 && allowwindowops) {
-@@ -1957,7 +2049,7 @@ strhandle(void)
+@@ -1956,7 +2048,7 @@ strhandle(void)
}
break;
case 'k': /* old title set compatibility */
@@ -1448,7 +513,7 @@ index 77c3e8a..df6d4c9 100644
return;
case 'P': /* DCS -- Device Control String */
case '_': /* APC -- Application Program Command */
-@@ -2310,7 +2402,7 @@ eschandle(uchar ascii)
+@@ -2305,7 +2397,7 @@ eschandle(uchar ascii)
return 0;
case 'D': /* IND -- Linefeed */
if (term.c.y == term.bot) {
@@ -1457,7 +522,7 @@ index 77c3e8a..df6d4c9 100644
} else {
tmoveto(term.c.x, term.c.y+1);
}
-@@ -2323,7 +2415,7 @@ eschandle(uchar ascii)
+@@ -2318,7 +2410,7 @@ eschandle(uchar ascii)
break;
case 'M': /* RI -- Reverse index */
if (term.c.y == term.top) {
@@ -1466,7 +531,7 @@ index 77c3e8a..df6d4c9 100644
} else {
tmoveto(term.c.x, term.c.y-1);
}
-@@ -2333,6 +2425,7 @@ eschandle(uchar ascii)
+@@ -2328,6 +2420,7 @@ eschandle(uchar ascii)
break;
case 'c': /* RIS -- Reset to initial state */
treset();
@@ -1474,7 +539,7 @@ index 77c3e8a..df6d4c9 100644
resettitle();
xloadcols();
xsetmode(0, MODE_HIDE);
-@@ -2546,7 +2639,7 @@ twrite(const char *buf, int buflen, int show_ctrl)
+@@ -2541,7 +2634,7 @@ twrite(const char *buf, int buflen, int show_ctrl)
void
tresize(int col, int row)
{
@@ -1483,7 +548,7 @@ index 77c3e8a..df6d4c9 100644
int minrow = MIN(row, term.row);
int mincol = MIN(col, term.col);
int *bp;
-@@ -2583,6 +2676,14 @@ tresize(int col, int row)
+@@ -2578,6 +2671,14 @@ tresize(int col, int row)
term.dirty = xrealloc(term.dirty, row * sizeof(*term.dirty));
term.tabs = xrealloc(term.tabs, col * sizeof(*term.tabs));
@@ -1498,7 +563,7 @@ index 77c3e8a..df6d4c9 100644
/* resize each row to new width, zero-pad if needed */
for (i = 0; i < minrow; i++) {
term.line[i] = xrealloc(term.line[i], col * sizeof(Glyph));
-@@ -2628,7 +2729,7 @@ tresize(int col, int row)
+@@ -2623,7 +2724,7 @@ tresize(int col, int row)
void
resettitle(void)
{
@@ -1507,7 +572,7 @@ index 77c3e8a..df6d4c9 100644
}
void
-@@ -2641,7 +2742,7 @@ drawregion(int x1, int y1, int x2, int y2)
+@@ -2636,7 +2737,7 @@ drawregion(int x1, int y1, int x2, int y2)
continue;
term.dirty[y] = 0;
@@ -1516,7 +581,7 @@ index 77c3e8a..df6d4c9 100644
}
}
-@@ -2662,8 +2763,9 @@ draw(void)
+@@ -2657,8 +2758,9 @@ draw(void)
cx--;
drawregion(0, 0, term.col, term.row);
@@ -1528,20 +593,6 @@ index 77c3e8a..df6d4c9 100644
term.ocx = cx;
term.ocy = term.c.y;
xfinishdraw();
-diff --git a/st.desktop b/st.desktop
-new file mode 100644
-index 0000000..49029d8
---- /dev/null
-+++ b/st.desktop
-@@ -0,0 +1,8 @@
-+[Desktop Entry]
-+Name=st
-+Comment=st is a simple terminal implementation for X
-+Exec=st
-+Icon=utilities-terminal
-+Terminal=false
-+Type=Application
-+Categories=System;TerminalEmulator;
diff --git a/st.h b/st.h
index fd3b0d8..c248ec6 100644
--- a/st.h
@@ -1622,7 +673,7 @@ index 6de960d..2a40aa0 100644
void xsetmode(int, unsigned int);
void xsetpointermotion(int);
diff --git a/x.c b/x.c
-index b36fb8c..458e4af 100644
+index b36fb8c..0b2641f 100644
--- a/x.c
+++ b/x.c
@@ -14,6 +14,7 @@
@@ -1697,7 +748,15 @@ index b36fb8c..458e4af 100644
static char *opt_class = NULL;
static char **opt_cmd = NULL;
static char *opt_embed = NULL;
-@@ -306,6 +329,7 @@ zoomabs(const Arg *arg)
+@@ -253,6 +276,7 @@ static char *opt_name = NULL;
+ static char *opt_title = NULL;
+
+ static uint buttons; /* bit field of pressed buttons */
++static int cursorblinks = 0;
+
+ void
+ clipcopy(const Arg *dummy)
+@@ -306,6 +330,7 @@ zoomabs(const Arg *arg)
{
xunloadfonts();
xloadfonts(usedfont, arg->f);
@@ -1705,7 +764,7 @@ index b36fb8c..458e4af 100644
cresize(0, 0);
redraw();
xhints();
-@@ -686,6 +710,8 @@ setsel(char *str, Time t)
+@@ -686,6 +711,8 @@ setsel(char *str, Time t)
XSetSelectionOwner(xw.dpy, XA_PRIMARY, xw.win, t);
if (XGetSelectionOwner(xw.dpy, XA_PRIMARY) != xw.win)
selclear();
@@ -1714,7 +773,7 @@ index b36fb8c..458e4af 100644
}
void
-@@ -752,7 +778,7 @@ xresize(int col, int row)
+@@ -752,7 +779,7 @@ xresize(int col, int row)
XFreePixmap(xw.dpy, xw.buf);
xw.buf = XCreatePixmap(xw.dpy, xw.win, win.w, win.h,
@@ -1723,7 +782,7 @@ index b36fb8c..458e4af 100644
XftDrawChange(xw.draw, xw.buf);
xclear(0, 0, win.w, win.h);
-@@ -812,6 +838,13 @@ xloadcols(void)
+@@ -812,6 +839,13 @@ xloadcols(void)
else
die("could not allocate color %d\n", i);
}
@@ -1737,7 +796,7 @@ index b36fb8c..458e4af 100644
loaded = 1;
}
-@@ -859,8 +892,8 @@ xclear(int x1, int y1, int x2, int y2)
+@@ -859,8 +893,8 @@ xclear(int x1, int y1, int x2, int y2)
void
xhints(void)
{
@@ -1748,7 +807,7 @@ index b36fb8c..458e4af 100644
XWMHints wm = {.flags = InputHint, .input = 1};
XSizeHints *sizeh;
-@@ -1050,6 +1083,101 @@ xloadfonts(const char *fontstr, double fontsize)
+@@ -1050,6 +1084,101 @@ xloadfonts(const char *fontstr, double fontsize)
FcPatternDestroy(pattern);
}
@@ -1850,7 +909,7 @@ index b36fb8c..458e4af 100644
void
xunloadfont(Font *f)
{
-@@ -1134,11 +1262,22 @@ xinit(int cols, int rows)
+@@ -1134,11 +1263,22 @@ xinit(int cols, int rows)
Window parent;
pid_t thispid = getpid();
XColor xmousefg, xmousebg;
@@ -1876,7 +935,7 @@ index b36fb8c..458e4af 100644
/* font */
if (!FcInit())
-@@ -1147,8 +1286,11 @@ xinit(int cols, int rows)
+@@ -1147,8 +1287,11 @@ xinit(int cols, int rows)
usedfont = (opt_font == NULL)? font : opt_font;
xloadfonts(usedfont, 0);
@@ -1889,7 +948,7 @@ index b36fb8c..458e4af 100644
xloadcols();
/* adjust fixed window geometry */
-@@ -1168,19 +1310,15 @@ xinit(int cols, int rows)
+@@ -1168,19 +1311,15 @@ xinit(int cols, int rows)
| ButtonMotionMask | ButtonPressMask | ButtonReleaseMask;
xw.attrs.colormap = xw.cmap;
@@ -1912,7 +971,7 @@ index b36fb8c..458e4af 100644
XSetForeground(xw.dpy, dc.gc, dc.col[defaultbg].pixel);
XFillRectangle(xw.dpy, xw.buf, dc.gc, 0, 0, win.w, win.h);
-@@ -1237,6 +1375,8 @@ xinit(int cols, int rows)
+@@ -1237,6 +1376,8 @@ xinit(int cols, int rows)
xsel.xtarget = XInternAtom(xw.dpy, "UTF8_STRING", 0);
if (xsel.xtarget == None)
xsel.xtarget = XA_STRING;
@@ -1921,7 +980,7 @@ index b36fb8c..458e4af 100644
}
int
-@@ -1283,8 +1423,13 @@ xmakeglyphfontspecs(XftGlyphFontSpec *specs, const Glyph *glyphs, int len, int x
+@@ -1283,8 +1424,13 @@ xmakeglyphfontspecs(XftGlyphFontSpec *specs, const Glyph *glyphs, int len, int x
yp = winy + font->ascent;
}
@@ -1937,7 +996,7 @@ index b36fb8c..458e4af 100644
if (glyphidx) {
specs[numspecs].font = font->match;
specs[numspecs].glyph = glyphidx;
-@@ -1488,8 +1633,12 @@ xdrawglyphfontspecs(const XftGlyphFontSpec *specs, Glyph base, int len, int x, i
+@@ -1488,8 +1634,12 @@ xdrawglyphfontspecs(const XftGlyphFontSpec *specs, Glyph base, int len, int x, i
r.width = width;
XftDrawSetClipRectangles(xw.draw, winx, winy, &r, 1);
@@ -1952,7 +1011,7 @@ index b36fb8c..458e4af 100644
/* Render underline and strikethrough. */
if (base.mode & ATTR_UNDERLINE) {
-@@ -1532,7 +1681,7 @@ xdrawcursor(int cx, int cy, Glyph g, int ox, int oy, Glyph og)
+@@ -1532,7 +1682,7 @@ xdrawcursor(int cx, int cy, Glyph g, int ox, int oy, Glyph og)
/*
* Select the right color for the right mode.
*/
@@ -1961,7 +1020,61 @@ index b36fb8c..458e4af 100644
if (IS_SET(MODE_REVERSE)) {
g.mode |= ATTR_REVERSE;
-@@ -1626,10 +1775,30 @@ xseticontitle(char *p)
+@@ -1558,29 +1708,44 @@ xdrawcursor(int cx, int cy, Glyph g, int ox, int oy, Glyph og)
+ /* draw the new one */
+ if (IS_SET(MODE_FOCUSED)) {
+ switch (win.cursor) {
+- case 7: /* st extension */
+- g.u = 0x2603; /* snowman (U+2603) */
++ default:
++ case 0: /* blinking block */
++ case 1: /* blinking block (default) */
++ if (IS_SET(MODE_BLINK))
++ break;
+ /* FALLTHROUGH */
+- case 0: /* Blinking Block */
+- case 1: /* Blinking Block (Default) */
+- case 2: /* Steady Block */
++ case 2: /* steady block */
+ xdrawglyph(g, cx, cy);
+ break;
+- case 3: /* Blinking Underline */
+- case 4: /* Steady Underline */
++ case 3: /* blinking underline */
++ if (IS_SET(MODE_BLINK))
++ break;
++ /* FALLTHROUGH */
++ case 4: /* steady underline */
+ XftDrawRect(xw.draw, &drawcol,
+ borderpx + cx * win.cw,
+ borderpx + (cy + 1) * win.ch - \
+ cursorthickness,
+ win.cw, cursorthickness);
+ break;
+- case 5: /* Blinking bar */
+- case 6: /* Steady bar */
++ case 5: /* blinking bar */
++ if (IS_SET(MODE_BLINK))
++ break;
++ /* FALLTHROUGH */
++ case 6: /* steady bar */
+ XftDrawRect(xw.draw, &drawcol,
+ borderpx + cx * win.cw,
+ borderpx + cy * win.ch,
+ cursorthickness, win.ch);
+ break;
++ case 7: /* blinking st cursor */
++ if (IS_SET(MODE_BLINK))
++ break;
++ /* FALLTHROUGH */
++ case 8: /* steady st cursor */
++ g.u = stcursor;
++ xdrawglyph(g, cx, cy);
++ break;
+ }
+ } else {
+ XftDrawRect(xw.draw, &drawcol,
+@@ -1626,10 +1791,30 @@ xseticontitle(char *p)
}
void
@@ -1995,7 +1108,7 @@ index b36fb8c..458e4af 100644
if (Xutf8TextListToTextProperty(xw.dpy, &p, 1, XUTF8StringStyle,
&prop) != Success)
-@@ -1639,6 +1808,16 @@ xsettitle(char *p)
+@@ -1639,6 +1824,16 @@ xsettitle(char *p)
XFree(prop.value);
}
@@ -2012,7 +1125,41 @@ index b36fb8c..458e4af 100644
int
xstartdraw(void)
{
-@@ -2014,6 +2193,59 @@ run(void)
+@@ -1737,9 +1932,12 @@ xsetmode(int set, unsigned int flags)
+ int
+ xsetcursor(int cursor)
+ {
+- if (!BETWEEN(cursor, 0, 7)) /* 7: st extension */
++ if (!BETWEEN(cursor, 0, 8)) /* 7-8: st extensions */
+ return 1;
+ win.cursor = cursor;
++ cursorblinks = win.cursor == 0 || win.cursor == 1 ||
++ win.cursor == 3 || win.cursor == 5 ||
++ win.cursor == 7;
+ return 0;
+ }
+
+@@ -1986,6 +2184,10 @@ run(void)
+ if (FD_ISSET(ttyfd, &rfd) || xev) {
+ if (!drawing) {
+ trigger = now;
++ if (IS_SET(MODE_BLINK)) {
++ win.mode ^= MODE_BLINK;
++ }
++ lastblink = now;
+ drawing = 1;
+ }
+ timeout = (maxlatency - TIMEDIFF(now, trigger)) \
+@@ -1996,7 +2198,7 @@ run(void)
+
+ /* idle detected or maxlatency exhausted -> draw */
+ timeout = -1;
+- if (blinktimeout && tattrset(ATTR_BLINK)) {
++ if (blinktimeout && (cursorblinks || tattrset(ATTR_BLINK))) {
+ timeout = blinktimeout - TIMEDIFF(now, lastblink);
+ if (timeout <= 0) {
+ if (-timeout > blinktimeout) /* start visible */
+@@ -2014,6 +2216,59 @@ run(void)
}
}
@@ -2072,7 +1219,14 @@ index b36fb8c..458e4af 100644
void
usage(void)
{
-@@ -2038,6 +2270,9 @@ main(int argc, char *argv[])
+@@ -2032,12 +2287,15 @@ main(int argc, char *argv[])
+ {
+ xw.l = xw.t = 0;
+ xw.isfixed = False;
+- xsetcursor(cursorshape);
++ xsetcursor(cursorstyle);
+
+ ARGBEGIN {
case 'a':
allowaltscreen = 0;
break;
@@ -2082,7 +1236,7 @@ index b36fb8c..458e4af 100644
case 'c':
opt_class = EARGF(usage());
break;
-@@ -2087,6 +2322,11 @@ run:
+@@ -2087,6 +2345,11 @@ run:
setlocale(LC_CTYPE, "");
XSetLocaleModifiers("");