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#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);
}
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