add hyprland configuration

This commit is contained in:
Aditya 2024-03-24 17:19:00 +05:30
parent 69ba74ccc4
commit f54fc73c83
Signed by: aditya
SSH key fingerprint: SHA256:jL1IvWsjjlPtw6HvDIHfXfhO9IkIokNEyIfuFhSdoyU
15 changed files with 1116 additions and 0 deletions

23
config/hypr/hypridle.conf Normal file
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$lock_cmd = pidof hyprlock || hyprlock
$suspend_cmd = systemctl suspend || loginctl suspend
general {
lock_cmd = $lock_cmd
before_sleep_cmd = $lock_cmd
}
listener {
timeout = 180 # 3mins
on-timeout = $lock_cmd
}
listener {
timeout = 240 # 4mins
on-timeout = hyprctl dispatch dpms off
on-resume = hyprctl dispatch dpms on
}
listener {
timeout = 540 # 9mins
on-timeout = $suspend_cmd
}

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source=./hyprland/env.conf
source=./hyprland/general.conf
source=./hyprland/colors.conf
source=./hyprland/keybinds.conf
exec-once=bash ~/.config/hypr/start.sh

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$SLURP_COMMAND="$(slurp -d -c f8daeeBB -b 55405044 -s 00000000)"
general {
col.active_border = rgba(eae0e445)
col.inactive_border = rgba(9a8d9533)
}
misc {
background_color = rgba(1f1a1dFF)
}
plugin {
hyprbars {
# Honestly idk if it works like css, but well, why not
bar_text_font = Rubik, Geist, AR One Sans, Reddit Sans, Inter, Roboto, Ubuntu, Noto Sans, sans-serif
bar_height = 30
bar_padding = 10
bar_button_padding = 5
bar_precedence_over_border = true
bar_part_of_window = true
bar_color = rgba(120F11FF)
col.text = rgba(eae0e4FF)
# example buttons (R -> L)
# hyprbars-button = color, size, on-click
hyprbars-button = rgb(eae0e4), 13, 󰖭, hyprctl dispatch killactive
hyprbars-button = rgb(eae0e4), 13, 󰖯, hyprctl dispatch fullscreen 1
hyprbars-button = rgb(eae0e4), 13, 󰖰, hyprctl dispatch movetoworkspacesilent special
}
}
windowrulev2 = bordercolor rgba(ffabf1AA) rgba(ffabf177),pinned:1

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# Input method
# See https://fcitx-im.org/wiki/Using_Fcitx_5_on_Wayland
env = QT_IM_MODULE, fcitx
env = XMODIFIERS, @im=fcitx
# env = GTK_IM_MODULE, wayland # Crashes electron apps in xwayland
# env = GTK_IM_MODULE, fcitx # My Gtk apps no longer require this to work with fcitx5 hmm
env = SDL_IM_MODULE, fcitx
env = GLFW_IM_MODULE, ibus
env = INPUT_METHOD, fcitx
# Themes
env = QT_QPA_PLATFORM, wayland
env = QT_QPA_PLATFORMTHEME, qt5ct
# env = QT_STYLE_OVERRIDE,kvantum
env = WLR_NO_HARDWARE_CURSORS, 1
env = XCURSOR_SIZE, 24
# Screen tearing
# env = WLR_DRM_NO_ATOMIC, 1

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# General config taken from https://github.com/end-4/dots-hyprland
# MONITOR CONFIG
monitor=,preferred,auto,1
# HDMI port: mirror display. To see device name, use `hyprctl monitors`
# monitor=HDMI-A-1,1920x1080@60,1920x0,1,mirror,eDP-1
input {
# Keyboard: Add a layout and uncomment kb_options for Win+Space switching shortcut
kb_layout = us
# kb_options = grp:win_space_toggle
numlock_by_default = false
repeat_delay = 250
repeat_rate = 35
touchpad {
natural_scroll = no
disable_while_typing = true
clickfinger_behavior = true
scroll_factor = 0.5
}
sensitivity = 1.4 # [-1.0, 1.0]
special_fallthrough = true
follow_mouse = 1
}
binds {
# focus_window_on_workspace_c# For Auto-run stuff see execs.confhange = true
scroll_event_delay = 0
}
gestures {
workspace_swipe = true
workspace_swipe_distance = 700
workspace_swipe_fingers = 3
workspace_swipe_cancel_ratio = 0.2
workspace_swipe_min_speed_to_force = 5
workspace_swipe_direction_lock = true
workspace_swipe_direction_lock_threshold = 10
workspace_swipe_create_new = true
}
general {
# Gaps and border
gaps_in = 4
gaps_out = 5
gaps_workspaces = 50
border_size = 1
# Fallback colors
col.active_border = rgba(0DB7D4FF)
col.inactive_border = rgba(31313600)
resize_on_border = true
no_focus_fallback = true
layout = dwindle
allow_tearing = false
}
dwindle {
preserve_split = true
# no_gaps_when_only = 1
smart_split = false
smart_resizing = false
}
decoration {
rounding = 20
blur {
enabled = true
xray = true
special = false
new_optimizations = true
size = 7
passes = 4
brightness = 1
noise = 0.01
contrast = 1
}
# Shadow
drop_shadow = false
shadow_ignore_window = true
shadow_range = 20
shadow_offset = 0 2
shadow_render_power = 2
col.shadow = rgba(0000001A)
# Shader
# screen_shader = ~/.config/hypr/shaders/nothing.frag
# screen_shader = ~/.config/hypr/shaders/vibrance.frag
# Dim
dim_inactive = false
dim_strength = 0.1
dim_special = 0
}
animations {
enabled = true
# Animation curves
bezier = linear, 0, 0, 1, 1
bezier = md3_standard, 0.2, 0, 0, 1
bezier = md3_decel, 0.05, 0.7, 0.1, 1
bezier = md3_accel, 0.3, 0, 0.8, 0.15
bezier = overshot, 0.05, 0.9, 0.1, 1.1
bezier = crazyshot, 0.1, 1.5, 0.76, 0.92
bezier = hyprnostretch, 0.05, 0.9, 0.1, 1.0
bezier = fluent_decel, 0.1, 1, 0, 1
bezier = easeInOutCirc, 0.85, 0, 0.15, 1
bezier = easeOutCirc, 0, 0.55, 0.45, 1
bezier = easeOutExpo, 0.16, 1, 0.3, 1
bezier = softAcDecel, 0.26, 0.26, 0.15, 1
# Animation configs
animation = windows, 1, 3, md3_decel, popin 60%
animation = border, 1, 10, default
animation = fade, 1, 2.5, md3_decel
# animation = workspaces, 1, 3.5, md3_decel, slide
animation = workspaces, 1, 7, fluent_decel, slide
# animation = workspaces, 1, 2.5, softAcDecel, slide
# animation = workspaces, 1, 7, fluent_decel, slidefade 15%
# animation = specialWorkspace, 1, 3, md3_decel, slidefadevert 15%
animation = specialWorkspace, 1, 3, md3_decel, slidevert
}
misc {
vfr = 1
vrr = 1
# layers_hog_mouse_focus = true
focus_on_activate = true
animate_manual_resizes = false
animate_mouse_windowdragging = false
enable_swallow = false
swallow_regex = (foot|kitty|allacritty|Alacritty)
disable_hyprland_logo = true
force_default_wallpaper = 0
new_window_takes_over_fullscreen = 2
}

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$MainMod = Super
### Audio keybinds ###
# Mute
bindl = , XF86AudioMute, exec, pamixer -m
# Raise volume by 2%
bindle = , XF86AudioRaiseVolume, exec, pamixer -i 2
# Lower volume by 2%
bindle = , XF86AudioLowerVolume, exec, pamixer -d 2
### Applications ###
$browser = chromium
$filemanager = dolphin
$menu = rofi -show drun -show-icons
$terminal1 = kitty
$terminal2 = konsole
bind = $MainMod, Return, exec, $terminal1
bind = $MainMod+Shift, Return, exec $terminal2
bind = $MainMod, E, exec, $filemanager
bind = $MainMod, R, exec, $menu
bind = $MainMod, B, exec, $browser
### Window Manager Actions ###
bind = $MainMod, Q, killactive
bind = $MainMod+Shift, Q, exec, hyprctl kill
bind = $MainMod, F, togglefloating
# Swap windows
bind = $MainMod+Shift, left, movewindow, l
bind = $MainMod+Shift, right, movewindow, r
bind = $MainMod+Shift, up, movewindow, u
bind = $MainMod+Shift, down, movewindow, d
bind = $MainMod, P, pin
# Move focus
bind = $MainMod, left, movefocus, l
bind = $MainMod, right, movefocus, r
bind = $MainMod, up, movefocus, u
bind = $MainMod, down, movefocus, d
bind = $MainMod, BracketLeft, movefocus, l
bind = $MainMod, BracketRight, movefocus, r
# Window split ratio
binde = $MainMod, Minus, splitratio, -0.1
binde = $MainMod, Equal, splitratio, 0.1
binde = $MainMod, Semicolon, splitratio, -0.1
binde = $MainMod, Apostrophe, splitratio, 0.1
# Switch workspace
bind = $MainMod, 1, workspace, 1
bind = $MainMod, 2, workspace, 2
bind = $MainMod, 3, workspace, 3
bind = $MainMod, 4, workspace, 4
bind = $MainMod, 5, workspace, 5
bind = $MainMod, 6, workspace, 6
bind = $MainMod, 7, workspace, 7
bind = $MainMod, 8, workspace, 8
bind = $MainMod, 9, workspace, 9
bind = $MainMod, 10, workspace, 10
# Move active window to a workspace
bind = $MainMod Shift, 1, movetoworkspace, 1
bind = $MainMod Shift, 2, movetoworkspace, 2
bind = $MainMod Shift, 3, movetoworkspace, 3
bind = $MainMod Shift, 4, movetoworkspace, 4
bind = $MainMod Shift, 5, movetoworkspace, 5
bind = $MainMod Shift, 6, movetoworkspace, 6
bind = $MainMod Shift, 7, movetoworkspace, 7
bind = $MainMod Shift, 8, movetoworkspace, 8
bind = $MainMod Shift, 9, movetoworkspace, 9
bind = $MainMod Shift, 10, movetoworkspace, 10
# Example special workspace
bind = $MainMod, S, togglespecialworkspace, magic
bind = $MainMod Shift, S, movetoworkspace, special:magic
# Scroll through existing workspaces
bind = $MainMod, mouse_down, workspace, e+1
bind = $MainMod, mouse_up, workspace, e-1
# Move and resize window with kb+mouse
bindm = $MainMod, mouse:272, movewindow # LMB
bindm = $MainMod, mouse:273, resizeWindow # RMB
### Lock Screen ###
bind = $MainMod, L, exec, loginctl lock-session
bind = $MainMod+Shift, L, exec, sleep 0.1 && systemctl suspend

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config/hypr/hyprlock.conf Normal file
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$text_color = rgba(E2E2E2FF)
$entry_background_color = rgba(13131311)
$entry_border_color = rgba(91919155)
$entry_color = rgba(C6C6C6FF)
$font_family = Gabarito
$font_family_clock = Gabarito
$font_material_symbols = Material Symbols Rounded
background {
color = rgba(13131377)
# path = {{ SWWW_WALL }}
path = screenshot
blur_size = 5
blur_passes = 4
}
input-field {
monitor =
size = 250, 50
outline_thickness = 2
dots_size = 0.1
dots_spacing = 0.3
outer_color = $entry_border_color
inner_color = $entry_background_color
font_color = $entry_color
# fade_on_empty = true
position = 0, 20
halign = center
valign = center
}
label { # Clock
monitor =
text = $TIME
shadow_passes = 1
shadow_boost = 0.5
color = $text_color
font_size = 65
font_family = $font_family_clock
position = 0, 300
halign = center
valign = center
}
label { # Greeting
monitor =
text = hi $USER !!!
shadow_passes = 1
shadow_boost = 0.5
color = $text_color
font_size = 20
font_family = $font_family
position = 0, 240
halign = center
valign = center
}
label { # lock icon
monitor =
text = lock
shadow_passes = 1
shadow_boost = 0.5
color = $text_color
font_size = 21
font_family = $font_material_symbols
position = 0, 65
halign = center
valign = bottom
}
label { # "locked" text
monitor =
text = locked
shadow_passes = 1
shadow_boost = 0.5
color = $text_color
font_size = 14
font_family = $font_family
position = 0, 50
halign = center
valign = bottom
}
label { # Status
monitor =
text = cmd[update:5000] ~/.config/hypr/hyprlock/status.sh
shadow_passes = 1
shadow_boost = 0.5
color = $text_color
font_size = 14
font_family = $font_family
position = 30, -30
halign = left
valign = top
}

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#!/usr/bin/env bash
############ Variables ############
enable_battery=false
battery_charging=false
####### Check availability ########
for battery in /sys/class/power_supply/*BAT*; do
if [[ -f "$battery/uevent" ]]; then
enable_battery=true
if [[ $(cat /sys/class/power_supply/*/status | head -1) == "Charging" ]]; then
battery_charging=true
fi
break
fi
done
############# Output #############
if [[ $enable_battery == true ]]; then
if [[ $battery_charging == true ]]; then
echo -n "(+) "
fi
echo -n "$(cat /sys/class/power_supply/*/capacity | head -1)"%
if [[ $battery_charging == false ]]; then
echo -n " remaining"
fi
fi
echo ''

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// Taken from https://github.com/end-4/dots-hyprland/tree/main/.config/hypr/shaders
// vim: set ft=glsl:
precision highp float;
varying highp vec2 v_texcoord;
uniform highp sampler2D tex;
#define STRENGTH 0.0027
void main() {
vec2 center = vec2(0.5, 0.5);
vec2 offset = (v_texcoord - center) * STRENGTH;
float rSquared = dot(offset, offset);
float distortion = 1.0 + 1.0 * rSquared;
vec2 distortedOffset = offset * distortion;
vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y);
vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y);
vec4 redColor = texture2D(tex, v_texcoord + redOffset);
vec4 blueColor = texture2D(tex, v_texcoord + blueOffset);
gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0);
}

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#version 100
precision highp float;
varying highp vec2 v_texcoord;
varying highp vec3 v_pos;
uniform highp sampler2D tex;
uniform lowp float time;
#define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border
#define BORDER_RADIUS 1.0 // larger vignette radius
#define BORDER_SIZE 0.01 // small border size
#define CHROMATIC_ABERRATION_STRENGTH 0.00
#define DENOISE_INTENSITY 0.0001 //
#define DISTORTION_AMOUNT 0.00 // moderate distortion amount
#define HDR_BLOOM 0.75 // bloom intensity
#define HDR_BRIGHTNESS 0.011 // brightness
#define HDR_CONTRAST 0.011 // contrast
#define HDR_SATURATION 1.0// saturation
#define LENS_DISTORTION_AMOUNT 0.0
#define NOISE_THRESHOLD 0.0001
#define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow
#define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow
#define SAMPLING_RADIUS 0.0001
#define SCANLINE_FREQUENCY 540.0
#define SCANLINE_THICKNESS 0.0507
#define SCANLINE_TIME time * 471.24
#define SHARPNESS 0.25
#define SUPERSAMPLING_SAMPLES 16.0
#define VIGNETTE_RADIUS 0.0 // larger vignette radius
#define PI 3.14159265359
#define TWOPI 6.28318530718
vec2 applyBarrelDistortion(vec2 coord, float amt) {
vec2 p = coord.xy / vec2(1.0);
vec2 v = p * 2.0 - vec2(1.0);
float r = dot(v, v);
float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0);
vec2 result = v * k;
return vec2(0.5, 0.5) + 0.5 * result.xy;
}
vec4 applyColorCorrection(vec4 color) {
color.rgb *= vec3(1.0, 0.79, 0.89);
return vec4(color.rgb, 1.0);
}
vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) {
float dist_x = min(tc.x, 1.0 - tc.x);
float dist_y = min(tc.y, 1.0 - tc.y);
float dist = min(dist_x, dist_y) * -1.0;
float border = smoothstep(borderSize, 0.0, dist);
border += smoothstep(borderSize, 0.0, dist);
return mix(color, borderColor, border);
}
vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) {
color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5);
vec3 crtfactor = vec3(1.05, 0.92, 1.0);
color.rgb = pow(color.rgb, crtfactor);
// // NTSC
// vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
// // BT.709
// vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
// BT.2020
vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
// // Warm NTSC
// vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
float luminance = dot(color.rgb, lumCoeff);
luminance = pow(luminance, 2.2);
color.rgb = mix(vec3(luminance), color.rgb, saturation);
color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0));
return color;
}
vec4 applyVignette(vec4 color) {
vec2 center = vec2(0.5, 0.5); // center of screen
float radius = VIGNETTE_RADIUS; // radius of vignette effect
float softness = 1.0; // softness of vignette effect
float intensity = 0.7; // intensity of vignette effect
vec2 offset = v_texcoord - center; // offset from center of screen
float distance = length(offset); // distance from center of screen
float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect
return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value
}
vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) {
// Calculate average color value of the texture
vec4 texelColor = color;
float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0;
// Determine brightness-dependent color factor
float factor = mix(
mix(0.09,
mix(0.005, 0.0075, (averageColor - 0.1) / 0.1),
step(0.01, averageColor)), 0.0005,
step(0.02, averageColor));
// Apply phosphor glow effect
vec4 sum = vec4(0.0);
vec4 pixels[9];
pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001));
pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0));
pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001));
pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001));
pixels[4] = texture2D(tex, tc);
pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001));
pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0));
pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001));
pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001));
// Perform operations on input pixels in parallel
sum = pixels[0]
+ pixels[1]
+ pixels[2]
+ pixels[3]
+ pixels[4]
+ pixels[5]
+ pixels[6]
+ pixels[7]
+ pixels[8];
sum /= 9.0;
sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001;
sum += color * PHOSPHOR_BLUR_AMOUNT;
sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001;
sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001;
sum *= PHOSPHOR_GLOW_AMOUNT;
// Initialize sum_sum_factor to zero
vec4 sum_sum_factor = vec4(0.0);
// Compute sum_j for i = -1
vec4 sum_j = vec4(0.0);
sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
sum_sum_factor += sum_j * vec4(0.011);
// Compute sum_j for i = 0
sum_j = vec4(0.0);
sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
sum_sum_factor += sum_j * vec4(0.011);
// Compute sum_j for i = 1
sum_j = vec4(0.0);
sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
sum_sum_factor += sum_j * vec4(0.011);
color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5);
return color;
}
vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) {
vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0);
vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0);
vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0);
vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0);
float sharpness = SHARPNESS;
vec3 color_no_alpha = color.rgb;
vec3 color_tl_no_alpha = color_tl.rgb;
vec3 color_tr_no_alpha = color_tr.rgb;
vec3 color_bl_no_alpha = color_bl.rgb;
vec3 color_br_no_alpha = color_br.rgb;
float delta = (dot(color_no_alpha, vec3(0.333333)) + dot(color_tl_no_alpha, vec3(0.333333)) + dot(color_tr_no_alpha, vec3(0.333333)) + dot(color_bl_no_alpha, vec3(0.333333)) + dot(color_br_no_alpha, vec3(0.333333))) * 0.2 - dot(color_no_alpha, vec3(0.333333));
vec3 sharp_color_no_alpha = color_no_alpha + min(vec3(0.0), vec3(delta * sharpness));
vec4 sharp_color = vec4(sharp_color_no_alpha, color.a);
return sharp_color;
}
vec4 applyScanlines(vec2 tc, vec4 color) {
float scanline = (cos(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME) *
sin(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME)) * SCANLINE_THICKNESS;
float alpha = clamp(1.0 - abs(scanline), 0.0, 1.0);
return vec4(color.rgb * alpha, color.a);
}
vec4 applyChromaticAberration(vec2 uv, vec4 color) {
vec2 center = vec2(0.5, 0.5); // center of the screen
vec2 offset = (uv - center) * CHROMATIC_ABERRATION_STRENGTH; // calculate the offset from the center
// apply lens distortion
float rSquared = dot(offset, offset);
float distortion = 1.0 + LENS_DISTORTION_AMOUNT * rSquared;
vec2 distortedOffset = offset * distortion;
// apply chromatic aberration
vec2 redOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
vec2 blueOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
vec4 redColor = texture2D(tex, uv + redOffset);
vec4 blueColor = texture2D(tex, uv + blueOffset);
vec4 result = vec4(redColor.r, color.g, blueColor.b, color.a);
return result;
}
vec4 reduceGlare(vec4 color) {
// Calculate the intensity of the color by taking the average of the RGB components
float intensity = (color.r + color.g + color.b) / 3.0;
// Set the maximum intensity that can be considered for glare
float maxIntensity = 0.98;
// Use smoothstep to create a smooth transition from no glare to full glare
// based on the intensity of the color and the maximum intensity
float glareIntensity = smoothstep(maxIntensity - 0.02, maxIntensity, intensity);
// Set the amount of glare to apply to the color
float glareAmount = 0.02;
// Mix the original color with the reduced color that has glare applied to it
vec3 reducedColor = mix(color.rgb, vec3(glareIntensity), glareAmount);
// Return the reduced color with the original alpha value
return vec4(reducedColor, color.a);
}
// Apply a fake HDR effect to the input color.
// Parameters:
// - inputColor: the color to apply the effect to.
// - brightness: the brightness of the image. Should be a value between 0 and 1.
// - contrast: the contrast of the image. Should be a value between 0 and 1.
// - saturation: the saturation of the image. Should be a value between 0 and 2.
// - bloom: the intensity of the bloom effect. Should be a value between 0 and 1.
vec4 applyFakeHDREffect(vec4 inputColor, float brightness, float contrast, float saturation, float bloom) {
const float minBrightness = 0.0;
const float maxBrightness = 1.0;
const float minContrast = 0.0;
const float maxContrast = 1.0;
const float minSaturation = 0.0;
const float maxSaturation = 2.0;
const float minBloom = 0.0;
const float maxBloom = 1.0;
// Check input parameters for validity
if (brightness < minBrightness || brightness > maxBrightness) {
return vec4(0.0, 0.0, 0.0, 1.0); // Return black with alpha of 1.0 to indicate error
}
if (contrast < minContrast || contrast > maxContrast) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
if (saturation < minSaturation || saturation > maxSaturation) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
if (bloom < minBloom || bloom > maxBloom) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
// Apply brightness and contrast
vec3 color = inputColor.rgb;
color = (color - vec3(0.5)) * exp2(brightness * 10.0) + vec3(0.5);
color = mix(vec3(0.5), color, pow(contrast * 4.0 + 1.0, 2.0));
// // NTSC
// vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
// // BT.709
// vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
// // BT.2020
// vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
// Warm NTSC
vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
// Apply saturation
float luminance = dot(color, lumCoeff);
vec3 grey = vec3(luminance);
color = mix(grey, color, saturation);
// Apply bloom effect
float threshold = 1.0 - bloom;
vec3 bloomColor = max(color - threshold, vec3(0.0));
bloomColor = pow(bloomColor, vec3(2.0));
bloomColor = mix(vec3(0.0), bloomColor, pow(min(luminance, threshold), 4.0));
color += bloomColor;
return vec4(color, inputColor.a);
}
vec4 bilateralFilter(sampler2D tex, vec2 uv, vec4 color, float sampleRadius, float noiseThreshold, float intensity) {
vec4 filteredColor = vec4(0.0);
float totalWeight = 0.0;
// Top-left pixel
vec4 sample = texture2D(tex, uv + vec2(-1.0, -1.0));
float dist = length(vec2(-1.0, -1.0));
float colorDist = length(sample - color);
float weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Top pixel
sample = texture2D(tex, uv + vec2(0.0, -1.0));
dist = length(vec2(0.0, -1.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Top-right pixel
sample = texture2D(tex, uv + vec2(1.0, -1.0));
dist = length(vec2(1.0, -1.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Left pixel
sample = texture2D(tex, uv + vec2(-1.0, 0.0));
dist = length(vec2(-1.0, 0.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Center pixel
sample = texture2D(tex, uv);
dist = 0.0;
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Right pixel
sample = texture2D(tex, uv + vec2(1.0, 0.0));
dist = length(vec2(1.0, 0.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Bottom-left pixel
sample = texture2D(tex, uv + vec2(-1.0, 1.0));
dist = length(vec2(-1.0, 1.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Bottom pixel
sample = texture2D(tex, uv + vec2(0.0, sampleRadius));
dist = length(vec2(0.0, sampleRadius));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
filteredColor /= totalWeight;
return mix(color, filteredColor, step(noiseThreshold, length(filteredColor - color)));
}
vec4 supersample(sampler2D tex, vec2 uv, float sampleRadius, float noiseThreshold, float intensity) {
float radiusSq = sampleRadius * sampleRadius;
vec2 poissonDisk;
vec4 color = vec4(0.0);
float r1_0 = sqrt(0.0 / 16.0);
float r2_0 = fract(1.0 / 3.0);
float theta_0 = TWOPI * r2_0;
poissonDisk = vec2(r1_0 * cos(theta_0), r1_0 * sin(theta_0));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_1 = sqrt(1.0 / 16.0);
float r2_1 = fract(2.0 / 3.0);
float theta_1 = TWOPI * r2_1;
poissonDisk = vec2(r1_1 * cos(theta_1), r1_1 * sin(theta_1));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_2 = sqrt(2.0 / 16.0);
float r2_2 = fract(3.0 / 3.0);
float theta_2 = TWOPI * r2_2;
poissonDisk = vec2(r1_2 * cos(theta_2), r1_2 * sin(theta_2));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_3 = sqrt(3.0 / 16.0);
float r2_3 = fract(4.0 / 3.0);
float theta_3 = TWOPI * r2_3;
poissonDisk = vec2(r1_3 * cos(theta_3), r1_3 * sin(theta_3));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_4 = sqrt(4.0 / 16.0);
float r2_4 = fract(5.0 / 3.0);
float theta_4 = TWOPI * r2_4;
poissonDisk = vec2(r1_4 * cos(theta_4), r1_4 * sin(theta_4));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_5 = sqrt(5.0 / 16.0);
float r2_5 = fract(6.0 / 3.0);
float theta_5 = TWOPI * r2_5;
poissonDisk = vec2(r1_5 * cos(theta_5), r1_5 * sin(theta_5));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_6 = sqrt(6.0 / 16.0);
float r2_6 = fract(7.0 / 3.0);
float theta_6 = TWOPI * r2_6;
poissonDisk = vec2(r1_6 * cos(theta_6), r1_6 * sin(theta_6));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_7 = sqrt(7.0 / 16.0);
float r2_7 = fract(8.0 / 3.0);
float theta_7 = TWOPI * r2_7;
poissonDisk = vec2(r1_7 * cos(theta_7), r1_7 * sin(theta_7));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_8 = sqrt(8.0 / 16.0);
float r2_8 = fract(9.0 / 3.0);
float theta_8 = TWOPI * r2_8;
poissonDisk = vec2(r1_8 * cos(theta_8), r1_8 * sin(theta_8));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_9 = sqrt(9.0 / 16.0);
float r2_9 = fract(10.0 / 3.0);
float theta_9 = TWOPI * r2_9;
poissonDisk = vec2(r1_9 * cos(theta_9), r1_9 * sin(theta_9));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_10 = sqrt(10.0 / 16.0);
float r2_10 = fract(11.0 / 3.0);
float theta_10 = TWOPI * r2_10;
poissonDisk = vec2(r1_10 * cos(theta_10), r1_10 * sin(theta_10));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_11 = sqrt(11.0 / 16.0);
float r2_11 = fract(12.0 / 3.0);
float theta_11 = TWOPI * r2_11;
poissonDisk = vec2(r1_11 * cos(theta_11), r1_11 * sin(theta_11));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_12 = sqrt(12.0 / 16.0);
float r2_12 = fract(13.0 / 3.0);
float theta_12 = TWOPI * r2_12;
poissonDisk = vec2(r1_12 * cos(theta_12), r1_12 * sin(theta_12));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_13 = sqrt(13.0 / 16.0);
float r2_13 = fract(14.0 / 3.0);
float theta_13 = TWOPI * r2_13;
poissonDisk = vec2(r1_13 * cos(theta_13), r1_13 * sin(theta_13));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_14 = sqrt(14.0 / 16.0);
float r2_14 = fract(15.0 / 3.0);
float theta_14 = TWOPI * r2_14;
poissonDisk = vec2(r1_14 * cos(theta_14), r1_14 * sin(theta_14));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_15 = sqrt(15.0 / 16.0);
float r2_15 = fract(16.0 / 3.0);
float theta_15 = TWOPI * r2_15;
poissonDisk = vec2(r1_15 * cos(theta_15), r1_15 * sin(theta_15));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
return bilateralFilter(tex, uv, color, sampleRadius, noiseThreshold, intensity);
}
void main() {
vec2 tc_no_dist = v_texcoord;
vec2 tc = applyBarrelDistortion(tc_no_dist, DISTORTION_AMOUNT);
// [-1, 1]
vec2 tc_no_dist_symmetric = tc_no_dist * 2.0 - 1.0;
// [0,1]
vec2 tc_no_dist_normalized = (tc_no_dist_symmetric + 1.0) / 2.0;
// vec4 color = texture2D(tex, tc);
vec4 color = supersample(tex, tc, SAMPLING_RADIUS, NOISE_THRESHOLD, DENOISE_INTENSITY);
color = applyAdaptiveSharpen(tc, color, tex);
color = applyPhosphorGlow(tc, color, tex);
color = reduceGlare(color);
color = mix(applyFakeHDREffect(color, HDR_BRIGHTNESS, HDR_CONTRAST, HDR_SATURATION, HDR_BLOOM), color, 0.5);
color = applyColorCorrection(color);
color /= SUPERSAMPLING_SAMPLES;
color = mix(applyChromaticAberration(tc, color), color, 0.25);
color = mix(color, applyVignette(color), 0.37);
color = applyBorder(tc_no_dist_normalized, color, 1.0 - BORDER_SIZE * BORDER_RADIUS, BORDER_COLOR);
color = mix(applyBorder(tc, color, BORDER_SIZE, BORDER_COLOR), color, 0.05);
color = applyScanlines(tc, color);
gl_FragColor = color;
gl_FragColor.a = 1.0;
}

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precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time;
void warpco(inout vec2 tc) {
tc -= 0.5;
tc *= length(tc) * 2.0;
tc += 0.5;
}
float rand1d(float seed) {
return sin(seed*1454.0);
}
float rand2d(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec3 rgb(in vec2 tc, float freq, float amp, inout vec4 centre) {
vec2 off = vec2(1.0/800.0, 0.0) * sin(tc.t * freq + time) * amp;
vec2 off2 = vec2(1.0/800.0, 0.0) * sin(tc.t * freq - time * 1.5) * amp;
centre = texture2D(tex, tc);
return vec3(texture2D(tex, tc-off).r, centre.g, texture2D(tex, tc+off2).b);
}
void main() {
// vec2 px = 1.0 / textureSize(tex, 0).st;
vec2 tc = v_texcoord;
warpco(tc);
tc = mix(v_texcoord, tc, sin(time * 2.0)*0.07);
tc.x += rand2d(floor(tc * 20.0 + floor(time * 2.5))) * 0.01;
tc.x += rand1d(floor(tc.x * 40.0)) * 0.005 * rand1d(time * 0.001);
tc.y += sin(tc.x + time) * 0.02;
vec4 centre;
vec3 bent = rgb(tc, 100.0, 5.0, centre);
vec3 col = mix(centre.rgb, bent, sin(time));
gl_FragColor = vec4(col, centre.a);
// gl_FragColor = vec4(texture2D(tex, v_texcoord));
}

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// vim: set ft=glsl:
// blue light filter shader
// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// red
pixColor[0] *= 0.7;
// green
pixColor[1] *= 0.6;
// blue
pixColor[2] *= 0.5;
gl_FragColor = pixColor;
}

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// vim: set ft=glsl:
// blue light filter shader
// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// red
pixColor[0] *= 0.7;
// green
pixColor[1] *= 0.6;
// blue
pixColor[2] *= 0.5;
gl_FragColor = pixColor;
}

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// -*- mode:c -*-
precision lowp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
float distanceSquared(vec3 pixColor, vec3 solarizedColor) {
vec3 distanceVector = pixColor - solarizedColor;
return dot(distanceVector, distanceVector);
}
void main() {
vec3 solarized[16];
solarized[0] = vec3(0.,0.169,0.212);
solarized[1] = vec3(0.027,0.212,0.259);
solarized[2] = vec3(0.345,0.431,0.459);
solarized[3] = vec3(0.396,0.482,0.514);
solarized[4] = vec3(0.514,0.58,0.588);
solarized[5] = vec3(0.576,0.631,0.631);
solarized[6] = vec3(0.933,0.91,0.835);
solarized[7] = vec3(0.992,0.965,0.89);
solarized[8] = vec3(0.71,0.537,0.);
solarized[9] = vec3(0.796,0.294,0.086);
solarized[10] = vec3(0.863,0.196,0.184);
solarized[11] = vec3(0.827,0.212,0.51);
solarized[12] = vec3(0.424,0.443,0.769);
solarized[13] = vec3(0.149,0.545,0.824);
solarized[14] = vec3(0.165,0.631,0.596);
solarized[15] = vec3(0.522,0.6,0.);
vec3 pixColor = vec3(texture2D(tex, v_texcoord));
int closest = 0;
float closestDistanceSquared = distanceSquared(pixColor, solarized[0]);
for (int i = 1; i < 15; i++) {
float newDistanceSquared = distanceSquared(pixColor, solarized[i]);
if (newDistanceSquared < closestDistanceSquared) {
closest = i;
closestDistanceSquared = newDistanceSquared;
}
}
gl_FragColor = vec4(solarized[closest], 1.);
}

9
config/hypr/start.sh Executable file
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#!/usr/bin/env bash
swww init &
swww img /home/user/Pictures/1611244530792.jpg &
# pkgs.networkmanagerapplet
nm-applet --indicator &
waybar &