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Diffstat (limited to 'config/picom/shaders/pixelize.glsl')
| -rw-r--r-- | config/picom/shaders/pixelize.glsl | 72 |
1 files changed, 72 insertions, 0 deletions
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); +} + |
