first commit

This commit is contained in:
2025-06-14 20:26:14 +02:00
commit 1edfd60dbd
351 changed files with 34592 additions and 0 deletions

7
hypr/fix.sh.noeffect Executable file
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#!/usr/bin/env bash
sleep 4
killall -e xdg-desktop-portal-hyprland
killall xdg-desktop-portal
/usr/lib/xdg-desktop-portal-hyprland &
sleep 4
/usr/lib/xdg-desktop-portal &

23
hypr/hypridle.conf Executable file
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$lock_cmd = pidof hyprlock || hyprlock
$suspend_cmd = pidof steam || systemctl suspend || loginctl suspend # fuck nvidia
general {
lock_cmd = $lock_cmd
before_sleep_cmd = loginctl lock-session
}
listener {
timeout = 180 # 3mins
on-timeout = loginctl lock-session
}
listener {
timeout = 300 # 5mins
on-timeout = hyprctl dispatch dpms off
on-resume = hyprctl dispatch dpms on
}
listener {
timeout = 540 # 9mins
on-timeout = $suspend_cmd
}

10
hypr/hyprland.conf Executable file
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# This file sources other files in `hyprland` and `custom` folders
# You wanna add your stuff in file in `custom`
# Defaults
source=~/.config/hypr/hyprland/env.conf
source=~/.config/hypr/hyprland/execs.conf
source=~/.config/hypr/hyprland/general.conf
source=~/.config/hypr/hyprland/rules.conf
source=~/.config/hypr/hyprland/colors.conf
source=~/.config/hypr/hyprland/keybinds.conf

34
hypr/hyprland/colors.conf Executable file
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# exec = export SLURP_ARGS='-d -c BFE9F8BB -b 214C5844 -s 00000000'
general {
col.active_border = rgba(89b4faFF)
col.inactive_border = rgba(89b4fa80)
}
misc {
background_color = rgba(181825FF)
}
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(091516FF)
col.text = rgba(D7E5E6FF)
# example buttons (R -> L)
# hyprbars-button = color, size, on-click
hyprbars-button = rgb(D7E5E6), 13, 󰖭, hyprctl dispatch killactive
hyprbars-button = rgb(D7E5E6), 13, 󰖯, hyprctl dispatch fullscreen 1
hyprbars-button = rgb(D7E5E6), 13, 󰖰, hyprctl dispatch movetoworkspacesilent special
}
}
windowrulev2 = bordercolor rgba(00DCE3AA) rgba(00DCE377),pinned:1

26
hypr/hyprland/env.conf Executable file
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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, fcitx
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
# ######## Screen tearing #########
# env = WLR_DRM_NO_ATOMIC, 1
# ############ nvidia #############
env = LIBVA_DRIVER_NAME,nvidia
env = NVD_BACKEND,direct
# ############ others #############
env = XCURSOR_SIZE,24
env = HYPRCURSOR_SIZE,24
env = ELECTRON_OZONE_PLATFORM_HINT,auto

35
hypr/hyprland/execs.conf Executable file
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# Bar, wallpaper
exec-once = waybar
exec-once = hyprpaper
# Input method
exec-once = fcitx5
# Core components (authentication, lock screen, notification daemon)
exec-once = gnome-keyring-daemon --start --components=secrets
# exec-once = hyprpolkitagent
exec-once = /usr/lib/polkit-gnome/polkit-gnome-authentication-agent-1
exec-once = hypridle
exec-once = dbus-update-activation-environment --all
exec-once = sleep 1 && dbus-update-activation-environment --systemd WAYLAND_DISPLAY XDG_CURRENT_DESKTOP # Some fix idk
exec-once = hyprpm reload
exec-once = mako
exec-once = nm-applet
exec-once = blueman-applet
# Audio
exec-once = easyeffects --gapplication-service
# Clipboard: history
# exec-once = wl-paste --watch cliphist store &
exec-once = wl-paste --type text --watch cliphist store
exec-once = wl-paste --type image --watch cliphist store
# Cursor
exec-once = hyprctl setcursor Bibata-Modern-Ice 24
# Plugins
exec-once = hyprctl plugin load "/usr/lib/libhyprexpo.so"
# dock
# exec-once = nwg-dock-hyprland -d -i 32 -c "fuzzel" -ico "$HOME/.config/nwg-dock-hyprland/archlinux.png"

178
hypr/hyprland/general.conf Executable file
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# MONITOR CONFIG
monitor=,preferred,auto,1
monitor=eDP-1,2560x1600@240,auto,1.25 # dGPU only
monitor=eDP-2,2560x1600@240,auto,1.25 # iGPU & dGPU hybrid
# monitor=,addreserved, 0, 0, 0, 0 # Custom reserved area
# 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 = de
# kb_options = grp:win_space_toggle
numlock_by_default = true
repeat_delay = 250
repeat_rate = 35
touchpad {
natural_scroll = yes
disable_while_typing = true
clickfinger_behavior = true
scroll_factor = 0.5
}
special_fallthrough = true
follow_mouse = 1
sensitivity = -0.25
}
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 = 4
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 = 2
gaps_out = 0, 3, 3, 3
gaps_workspaces = 50
border_size = 2
resize_on_border = true
no_focus_fallback = true
layout = dwindle
#focus_to_other_workspaces = true # ahhhh i still haven't properly implemented this
allow_tearing = true # This just allows the `immediate` window rule to work
}
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 = 14
passes = 4
brightness = 1
noise = 0.01
contrast = 1
popups = true
popups_ignorealpha = 0.6
}
# Shadow
shadow {
enabled = true
ignore_window = true
range = 20
offset = 0 2
render_power = 4
color = rgba(0000002A)
}
# 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
active_opacity = 1
inactive_opacity = 0.9
}
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 = menu_decel, 0.1, 1, 0, 1
bezier = menu_accel, 0.38, 0.04, 1, 0.07
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
bezier = md2, 0.4, 0, 0.2, 1 # use with .2s duration
# Animation configs
animation = windows, 1, 3, md3_decel, popin 60%
animation = windowsIn, 1, 3, md3_decel, popin 60%
animation = windowsOut, 1, 3, md3_accel, popin 60%
animation = border, 1, 10, default
animation = fade, 1, 3, md3_decel
# animation = layers, 1, 2, md3_decel, slide
animation = layersIn, 1, 3, menu_decel, slide
animation = layersOut, 1, 1.6, menu_accel
animation = fadeLayersIn, 1, 2, menu_decel
animation = fadeLayersOut, 1, 2, menu_accel
animation = workspaces, 1, 7, menu_decel, slide
# animation = workspaces, 1, 2.5, softAcDecel, slide
# animation = workspaces, 1, 7, menu_decel, slidefade 15%
# animation = specialWorkspace, 1, 3, md3_decel, slidefadevert 15%
animation = specialWorkspace, 1, 3, md3_decel, slidevert
}
misc {
vfr = 1
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
allow_session_lock_restore = true
initial_workspace_tracking = false
middle_click_paste = false
}
# Overview
plugin {
hyprexpo {
columns = 3
gap_size = 5
bg_col = rgb(000000)
workspace_method = first 1 # [center/first] [workspace] e.g. first 1 or center m+1
enable_gesture = true # laptop touchpad, 4 fingers
gesture_distance = 300 # how far is the "max"
gesture_positive = false
}
}
xwayland {
force_zero_scaling = true
}

165
hypr/hyprland/keybinds.conf Executable file
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# Lines ending with `# [hidden]` won't be shown on cheatsheet
# Lines starting with #! are section headings
#!
##! Apps
bind = Super, C, exec, code --password-store=gnome-libsecret # Launch VSCode (editor)
bind = Super, E, exec, nautilus --new-window # Launch Dolphin (file manager)
bind = Super, W, exec, firefox --new-window # Launch Firefox
bind = Super, X, exec, gnome-text-editor --new-window # Launch GNOME Text Editor
bind = Super, B, exec, ghostty -e btop # Launch btop (system monitor)
bind = Ctrl+Super, V, exec, pavucontrol # Launch pavucontrol (volume mixer)
bind = Ctrl+Super+Shift, V, exec, easyeffects # Launch EasyEffects (equalizer & other audio effects)
#!
##! Essentials
bind = Super, T, exec, kitty # Launch kitty (terminal)
bind = Super+Shift, T, exec, ghostty # Launch ghostty (terminal)
bind = Super, Return, exec, kitty # [hidden]
bind = Super+Shift, Return, exec, ghostty # [hidden]
bind = Super, Super_L, exec, pkill fuzzel || fuzzel # Launch fuzzel (app launcher)
bind = Alt, Space, exec, pkill fuzzel || fuzzel # [hidden] Launch fuzzel (app launcher)
# bind = , mouse:276, exec, pkill fuzzel || fuzzel # [hidden] Launch fuzzel (app launcher)
bind = Super, Space, exec, pkill fuzzel || fuzzel -d -l 0 | xargs -r -I{} bash -c '{}' # Launch fuzzel (command launcher)
##! Actions
# Screenshot, Record, OCR, Color picker, Clipboard history
bind = Super, V, exec, pkill fuzzel || cliphist list | fuzzel --match-mode fzf --dmenu | cliphist decode | wl-copy # Clipboard history >> clipboard
bind = Super, Period, exec, pkill fuzzel || ~/.scripts/fuzzel-emoji # Pick emoji >> clipboard
bind = Ctrl+Shift+Alt, Delete, exec, pkill wlogout || wlogout -p layer-shell # [hidden]
bind = Super+Shift, S, exec, hyprshot -m region # Screen snip
bind = , Print, exec, hyprshot -m region # Screen snip
# Color picker
bind = Super+Shift, C, exec, hyprpicker -a # Pick color (Hex) >> clipboard
# Fullscreen screenshot
# bindl=,Print,exec,grim - | wl-copy # Screenshot >> clipboard
# bindl= Ctrl,Print, exec, mkdir -p ~/Pictures/Screenshots && ~/.config/ags/scripts/grimblast.sh copysave screen ~/Pictures/Screenshots/Screenshot_"$(date '+%Y-%m-%d_%H.%M.%S')".png # Screenshot >> clipboard & file
# Recording stuff
# bind = Super+Alt, R, exec, ~/.config/ags/scripts/record-script.sh # Record region (no sound)
# bind = Ctrl+Alt, R, exec, ~/.config/ags/scripts/record-script.sh --fullscreen # [hidden] Record screen (no sound)
bind = Super+Alt, R, exec, ~/.scripts/record-script.sh --fullscreen-sound # Record screen (with sound)
# wallpaper
bind = Super+Shift, W, exec, fish ~/.scripts/change_wallpaper.fish # Change wallpaper
##! Session
# bind = Ctrl+Super, L, exec, ags run-js 'lock.lock()' # [hidden]
bind = Super, L, exec, loginctl lock-session # Lock
bindl = Super+Shift, L, exec, sleep 0.1 && systemctl suspend || loginctl suspend # Suspend system
bind = Ctrl+Shift+Alt+Super, Delete, exec, systemctl poweroff || loginctl poweroff # [hidden] Power off
#!
##! Media
bindl= Super+Shift, N, exec, playerctl next # Next track
bindl= ,XF86AudioNext, exec, playerctl next # [hidden]
bindl= ,XF86AudioPrev, exec, playerctl previous # [hidden]
bind = Super+Shift+Alt, mouse:275, exec, playerctl previous # [hidden]
bind = Super+Shift+Alt, mouse:276, exec, playerctl next # [hidden]
bindl= Super+Shift, B, exec, playerctl previous # Previous track
bindl= Super+Shift, P, exec, playerctl play-pause # Play/pause media
bindl= ,XF86AudioPlay, exec, playerctl play-pause # [hidden]
bindl= ,XF86AudioPause, exec, playerctl play-pause # [hidden]
#!
##! Sound & Brightness
bindl = Alt ,XF86AudioMute, exec, wpctl set-mute @DEFAULT_SOURCE@ toggle # [hidden]
bindl = Super ,XF86AudioMute, exec, wpctl set-mute @DEFAULT_SOURCE@ toggle # [hidden]
bindl = ,XF86AudioMute, exec, wpctl set-volume @DEFAULT_AUDIO_SINK@ 0% # [hidden]
bindl = Super+Shift,M, exec, wpctl set-volume @DEFAULT_AUDIO_SINK@ 0% # [hidden]
bindle=, XF86AudioRaiseVolume, exec, wpctl set-volume -l 1 @DEFAULT_AUDIO_SINK@ 5%+ # [hidden]
bindle=, XF86AudioLowerVolume, exec, wpctl set-volume @DEFAULT_AUDIO_SINK@ 5%- # [hidden]
bindle=, XF86MonBrightnessUp, exec, brightnessctl -d intel_backlight set 5%+ # [hidden]
bindle=, XF86MonBrightnessDown, exec, brightnessctl -d intel_backlight set 5%- # [hidden]
#!
##! Window management
# Focusing
#/# bind = Super, ←/↑/→/↓,, # Move focus in direction
bind = Super, Left, movefocus, l # [hidden]
bind = Super, Right, movefocus, r # [hidden]
bind = Super, Up, movefocus, u # [hidden]
bind = Super, Down, movefocus, d # [hidden]
bindm = Super, mouse:272, movewindow
bindm = Super, mouse:273, resizewindow
bind = Super, Q, killactive,
bind = Super, mouse:274, killactive # [hidden] Kill active window
bind = Super+Shift+Alt, Q, exec, hyprctl kill # Pick and kill a window
##! Window arrangement
#/# bind = Super+Shift, ←/↑/→/↓,, # Window: move in direction
bind = Super+Shift, Left, movewindow, l # [hidden]
bind = Super+Shift, Right, movewindow, r # [hidden]
bind = Super+Shift, Up, movewindow, u # [hidden]
bind = Super+Shift, Down, movewindow, d # [hidden]
# Window split ratio<
#/# binde = Super, +/-,, # Window: split ratio +/- 0.1
binde = Super, udiaeresis, splitratio, -0.1 # [hidden]
binde = Super, plus, splitratio, +0.1 # [hidden]
# Positioning mode
bind = Super+Alt, Space, togglefloating,
bind = Super, mouse:276, togglefloating # [hidden]
bind = Super+Alt, F, fullscreenstate, 0 3 # Toggle fake fullscreen
bind = Super, F, fullscreen, 0
bind = Super, D, fullscreen, 1
#!
##! Workspace navigation
# Switching
#/# bind = Super, Hash,, # Focus workspace # (1, 2, 3, 4, ...)
bind = Super, 1, exec, ~/.scripts/hyprland_workspace_action.sh workspace 1 # [hidden]
bind = Super, 2, exec, ~/.scripts/hyprland_workspace_action.sh workspace 2 # [hidden]
bind = Super, 3, exec, ~/.scripts/hyprland_workspace_action.sh workspace 3 # [hidden]
bind = Super, 4, exec, ~/.scripts/hyprland_workspace_action.sh workspace 4 # [hidden]
bind = Super, 5, exec, ~/.scripts/hyprland_workspace_action.sh workspace 5 # [hidden]
bind = Super, 6, exec, ~/.scripts/hyprland_workspace_action.sh workspace 6 # [hidden]
bind = Super, 7, exec, ~/.scripts/hyprland_workspace_action.sh workspace 7 # [hidden]
bind = Super, 8, exec, ~/.scripts/hyprland_workspace_action.sh workspace 8 # [hidden]
bind = Super, 9, exec, ~/.scripts/hyprland_workspace_action.sh workspace 9 # [hidden]
bind = Super, 0, exec, ~/.scripts/hyprland_workspace_action.sh workspace 10 # [hidden]
#/# bind = Ctrl+Super, ←/→,, # Workspace: focus left/right
bind = Ctrl+Super, Right, workspace, +1 # [hidden]
bind = Ctrl+Super, Left, workspace, -1 # [hidden]
#/# bind = Super, Scroll ↑/↓,, # Workspace: focus left/right
bind = Super, mouse_up, workspace, +1 # [hidden]
bind = Super, mouse_down, workspace, -1 # [hidden]
bind = Ctrl+Super, mouse_up, workspace, +1 # [hidden]
bind = Ctrl+Super, mouse_down, workspace, -1 # [hidden]
#/# bind = Super, Page_↑/↓,, # Workspace: focus left/right
bind = Super, Page_Down, workspace, +1 # [hidden]
bind = Super, Page_Up, workspace, -1 # [hidden]
bind = Ctrl+Super, Page_Down, workspace, +1 # [hidden]
bind = Ctrl+Super, Page_Up, workspace, -1 # [hidden]
## Special
bind = Super, S, togglespecialworkspace, s
bind = Super, mouse:275, togglespecialworkspace, s # [hidden]
##! Workspace management
# Move window to workspace Super + Alt + [0-9]
#/# bind = Super+Alt, Hash,, # Window: move to workspace # (1, 2, 3, 4, ...)
bind = Super+Alt, 1, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 1 # [hidden]
bind = Super+Alt, 2, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 2 # [hidden]
bind = Super+Alt, 3, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 3 # [hidden]
bind = Super+Alt, 4, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 4 # [hidden]
bind = Super+Alt, 5, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 5 # [hidden]
bind = Super+Alt, 6, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 6 # [hidden]
bind = Super+Alt, 7, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 7 # [hidden]
bind = Super+Alt, 8, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 8 # [hidden]
bind = Super+Alt, 9, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 9 # [hidden]
bind = Super+Alt, 0, exec, ~/.scripts/hyprland_workspace_action.sh movetoworkspacesilent 10 # [hidden]
bind = Ctrl+Super+Shift, Right, movetoworkspace, +1 # [hidden]
bind = Ctrl+Super+Shift, Left, movetoworkspace, -1 # [hidden]
bind = Ctrl+Super, Up, workspace, -5 # [hidden]
bind = Ctrl+Super, Down, workspace, +5 # [hidden]
#/# bind = Super+Shift, Scroll ↑/↓,, # Window: move to workspace left/right
bind = Super+Shift, mouse_down, movetoworkspace, -1 # [hidden]
bind = Super+Shift, mouse_up, movetoworkspace, +1 # [hidden]
bind = Super+Alt, mouse_down, movetoworkspace, -1 # [hidden]
bind = Super+Alt, mouse_up, movetoworkspace, +1 # [hidden]
#/# bind = Super+Shift, Page_↑/↓,, # Window: move to workspace left/right
bind = Super+Alt, Page_Down, movetoworkspace, +1 # [hidden]
bind = Super+Alt, Page_Up, movetoworkspace, -1 # [hidden]
bind = Super+Shift, Page_Down, movetoworkspace, +1 # [hidden]
bind = Super+Shift, Page_Up, movetoworkspace, -1 # [hidden]
bind = Super+Alt, S, movetoworkspace, special:s
bind = Super, P, pin
bind = Alt, Tab, cyclenext
bind = Super, Tab, hyprexpo:expo, toggle # can be: toggle, select, off/disable or on/enable

81
hypr/hyprland/rules.conf Executable file
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# ######## Window rules ########
# Uncomment to apply global transparency to all windows:
# windowrulev2 = opacity 0.89 override 0.89 override, class:.*
# Disable blur for XWayland windows (or context menus with shadow would look weird)
windowrulev2 = noblur, xwayland:1
# kitty
windowrulev2 = float, class:^(com.mitchellh.ghostty)$
windowrulev2 = size 60%, class:^(com.mitchellh.ghostty)$
# Floating
windowrulev2 = float, class:^(blueberry\.py)$
windowrulev2 = float, class:^(blueman-manager)$
windowrulev2 = size 45%, class:^(blueman-manager)$
windowrulev2 = float, class:^(pavucontrol)$
windowrulev2 = size 45%, class:^(pavucontrol)$
windowrulev2 = center, class:^(pavucontrol)$
windowrulev2 = float, class:^(org.pulseaudio.pavucontrol)$
windowrulev2 = size 45%, class:^(org.pulseaudio.pavucontrol)$
windowrulev2 = center, class:^(org.pulseaudio.pavucontrol)$
windowrulev2 = float, class:^(Waydroid)$
windowrulev2 = float, class:^(org.kde.kcalc)$
windowrulev2 = float, class:^(org.kde.kalk)$
windowrulev2 = float, class:^(org.gnome.NautilusPreviewer)$ # Sushi in Nautilus
# Picture-in-Picture
windowrulev2 = float, title:^([Pp]icture[-\s]?[Ii]n[-\s]?[Pp]icture)(.*)$
windowrulev2 = keepaspectratio, title:^([Pp]icture[-\s]?[Ii]n[-\s]?[Pp]icture)(.*)$
windowrulev2 = move 73% 72%, title:^([Pp]icture[-\s]?[Ii]n[-\s]?[Pp]icture)(.*)$
windowrulev2 = size 25%, title:^([Pp]icture[-\s]?[Ii]n[-\s]?[Pp]icture)(.*)$
windowrulev2 = float, title:^([Pp]icture[-\s]?[Ii]n[-\s]?[Pp]icture)(.*)$
windowrulev2 = pin, title:^([Pp]icture[-\s]?[Ii]n[-\s]?[Pp]icture)(.*)$
# Dialog windows float+center these windows.
windowrulev2 = center, title:^(Open File)(.*)$
windowrulev2 = center, title:^(Select a File)(.*)$
windowrulev2 = center, title:^(Choose wallpaper)(.*)$
windowrulev2 = center, title:^(Open Folder)(.*)$
windowrulev2 = center, title:^(Save As)(.*)$
windowrulev2 = center, title:^(Library)(.*)$
windowrulev2 = center, title:^(File Upload)(.*)$
windowrulev2 = float, title:^(Open File)(.*)$
windowrulev2 = float, title:^(Select a File)(.*)$
windowrulev2 = float, title:^(Choose wallpaper)(.*)$
windowrulev2 = float, title:^(Open Folder)(.*)$
windowrulev2 = float, title:^(Save As)(.*)$
windowrulev2 = float, title:^(Library)(.*)$
windowrulev2 = float, title:^(File Upload)(.*)$
# --- Tearing ---
windowrulev2 = immediate, title:.*\.exe
windowrulev2 = immediate, class:^(steam_app)
# No shadow for tiled windows (matches windows that are not floating).
windowrulev2 = noshadow, floating:0
# ######## Workspace rules ########
workspace = special:special, gapsout:30
# ######## Layer rules ########
layerrule = xray 1, .*
# layerrule = noanim, .*
layerrule = noanim, walker
layerrule = noanim, selection
layerrule = noanim, overview
layerrule = noanim, anyrun
layerrule = noanim, indicator.*
layerrule = noanim, osk
layerrule = noanim, hyprpicker
layerrule = noanim, noanim
layerrule = blur, gtk-layer-shell
layerrule = ignorezero, gtk-layer-shell
layerrule = blur, launcher
layerrule = ignorealpha 0.5, launcher
layerrule = blur, notifications
layerrule = ignorealpha 0.69, notifications
layerrule = blur, logout_dialog # wlogout

104
hypr/hyprlock.conf Executable file
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# $text_color = rgba(D7E5E6FF)
# $entry_background_color = rgba(09151611)
# $entry_border_color = rgba(82949555)
# $entry_color = rgba(B8CACBFF)
$text_color = rgba(FFFFFFFF)
$entry_background_color = rgba(33333360)
$entry_border_color = rgba(3B3B3B100)
$entry_color = rgba(FFFFFFFF)
$font_family = Rubik Light
$font_family_clock = Rubik Light
$font_material_symbols = Material Symbols Rounded
background {
# color = rgba(041011FF)
# color = rgba(000000FF)
# path = {{ SWWW_WALL }}
path = ~/.config/backgrounds/116327446_p3.jpg
# 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_size = 15
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_size = 15
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, 45
halign = center
valign = bottom
}
label { # Status
monitor =
text = cmd[update:5000] ${XDG_CONFIG_HOME:-$HOME/.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
}

29
hypr/hyprlock/status.sh Executable file
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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 ''

2
hypr/hyprpaper.conf Normal file
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preload = /home/kolkas/.config/backgrounds/arona_desks.jpg
wallpaper = , /home/kolkas/.config/backgrounds/arona_desks.jpg

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// 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);
}

511
hypr/shaders/crt.frag Executable file
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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;
}

42
hypr/shaders/drugs.frag Executable file
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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));
}

21
hypr/shaders/extradark.frag Executable file
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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;
}

13
hypr/shaders/invert.frag Executable file
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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);
pixColor.rgb = 1.0 - pixColor.rgb;
gl_FragColor = pixColor;
}

41
hypr/shaders/solarized.frag Executable file
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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.);
}