#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); }