#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); }