#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); }