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-rw-r--r--picom/.config/picom/picom.conf394
-rw-r--r--picom/.config/picom/shaders/crt.glsl29
-rw-r--r--picom/.config/picom/shaders/default.glsl11
-rw-r--r--picom/.config/picom/shaders/grayscale.glsl28
-rw-r--r--picom/.config/picom/shaders/transparency.glsl19
5 files changed, 100 insertions, 381 deletions
diff --git a/picom/.config/picom/picom.conf b/picom/.config/picom/picom.conf
index 2a62492..e51c4cc 100644
--- a/picom/.config/picom/picom.conf
+++ b/picom/.config/picom/picom.conf
@@ -1,407 +1,39 @@
-#################################
-# Shadows #
-#################################
-
-
-# Enabled client-side shadows on windows. Note desktop windows
-# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
-# unless explicitly requested using the wintypes option.
-#
-# shadow = false
shadow = true;
-
-# The blur radius for shadows, in pixels. (defaults to 12)
shadow-radius = 20
-
-# The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
shadow-opacity = 0.5
-
-# The left offset for shadows, in pixels. (defaults to -15)
-# shadow-offset-x = -15
shadow-offset-x = -20;
-
-# The top offset for shadows, in pixels. (defaults to -15)
-# shadow-offset-y = -15
shadow-offset-y = -20;
+shadow-exclude = "x = 0 && y = 0 && override_redirect = true";
-# Avoid drawing shadows on dock/panel windows. This option is deprecated,
-# you should use the *wintypes* option in your config file instead.
-#
-# no-dock-shadow = false
-
-# Don't draw shadows on drag-and-drop windows. This option is deprecated,
-# you should use the *wintypes* option in your config file instead.
-#
-# no-dnd-shadow = false
-
-# Red color value of shadow (0.0 - 1.0, defaults to 0).
-# shadow-red = 0
-
-# Green color value of shadow (0.0 - 1.0, defaults to 0).
-# shadow-green = 0
-
-# Blue color value of shadow (0.0 - 1.0, defaults to 0).
-# shadow-blue = 0
-
-# Do not paint shadows on shaped windows. Note shaped windows
-# here means windows setting its shape through X Shape extension.
-# Those using ARGB background is beyond our control.
-# Deprecated, use
-# shadow-exclude = 'bounding_shaped'
-# or
-# shadow-exclude = 'bounding_shaped && !rounded_corners'
-# instead.
-#
-# shadow-ignore-shaped = ''
-
-# Specify a list of conditions of windows that should have no shadow.
-#
-# examples:
-# shadow-exclude = "n:e:Notification";
-#
-# shadow-exclude = []
-
-# Specify a X geometry that describes the region in which shadow should not
-# be painted in, such as a dock window region. Use
-# shadow-exclude-reg = "x10+0+0"
-# for example, if the 10 pixels on the bottom of the screen should not have shadows painted on.
-#
-# shadow-exclude-reg = ""
-
-# Crop shadow of a window fully on a particular Xinerama screen to the screen.
-# xinerama-shadow-crop = false
-
-
-#################################
-# Fading #
-#################################
-
-
-# Fade windows in/out when opening/closing and when opacity changes,
-# unless no-fading-openclose is used.
-# fading = false
fading = true
-
-# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
-# fade-in-step = 0.028
fade-in-step = 0.05;
-
-# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
-# fade-out-step = 0.03
fade-out-step = 0.05;
-# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
-# fade-delta = 10
-
-# Specify a list of conditions of windows that should not be faded.
-# fade-exclude = []
-
-# Do not fade on window open/close.
-# no-fading-openclose = false
-
-# Do not fade destroyed ARGB windows with WM frame. Workaround of bugs in Openbox, Fluxbox, etc.
-# no-fading-destroyed-argb = false
-
-
-#################################
-# Transparency / Opacity #
-#################################
-
-
-# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
-# inactive-opacity = 0.98
-
-# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
-# frame-opacity = 1.0
-
-# Default opacity for dropdown menus and popup menus. (0.0 - 1.0, defaults to 1.0)
-# menu-opacity = 1.0
-
-# Let inactive opacity set by -i override the '_NET_WM_OPACITY' values of windows.
-# inactive-opacity-override = false
-
-# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0)
-# active-opacity = 0.98
-
-# Dim inactive windows. (0.0 - 1.0, defaults to 0.0)
-# inactive-dim = 0.0
-
-# Specify a list of conditions of windows that should always be considered focused.
-# focus-exclude = []
-
-# Use fixed inactive dim value, instead of adjusting according to window opacity.
-# inactive-dim-fixed = 1.0
-
-# Specify a list of opacity rules, in the format `PERCENT:PATTERN`,
-# like `50:name *= "Firefox"`. picom-trans is recommended over this.
-# Note we don't make any guarantee about possible conflicts with other
-# programs that set '_NET_WM_WINDOW_OPACITY' on frame or client windows.
-# example:
-# opacity-rule = [ "80:class_g = 'URxvt'" ];
-#
-# opacity-rule = []
-
-#################################
-# Background-Blurring #
-#################################
+corner-radius = 0
-
-# Parameters for background blurring, see the *BLUR* section for more information.
-# blur-method =
-# blur-size = 12
-#
-# blur-deviation = false
-
-# Blur background of semi-transparent / ARGB windows.
-# Bad in performance, with driver-dependent behavior.
-# The name of the switch may change without prior notifications.
-#
-# blur-background = true
-
-# Blur background of windows when the window frame is not opaque.
-# Implies:
-# blur-background
-# Bad in performance, with driver-dependent behavior. The name may change.
-#
-# blur-background-frame = false
-
-
-# Use fixed blur strength rather than adjusting according to window opacity.
-# blur-background-fixed = false
-
-
-# Specify the blur convolution kernel, with the following format:
-# example:
-# blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1";
-#
-# blur-kern = ''
-# blur-kern = "5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1";
-#
-# blur-method = "gaussian"
-# blur-size = 20
-
-# Exclude conditions for background blur.
-# blur-background-exclude = []
-blur-background-exclude = [
- "window_type = 'dock'",
- "window_type = 'desktop'",
- "_GTK_FRAME_EXTENTS@:c"
-];
-
-#################################
-# General Settings #
-#################################
-
-# Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers.
-# daemon = false
-
-# Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
-# `xrender` is the default one.
-#
-# backend = 'glx'
-backend = "xrender";
-
-# Enable/disable VSync.
-# vsync = false
+backend = "glx";
vsync = true
-# Enable remote control via D-Bus. See the *D-BUS API* section below for more details.
-# dbus = false
+# window-shader-fg = "/home/me/.config/picom/shaders/grayscale.glsl"
+# window-shader-fg-rule = [
+ # "grayscale.glsl:class_g = 'st' && !_NET_WM_STATE@:32a"
+# ]
-# Try to detect WM windows (a non-override-redirect window with no
-# child that has 'WM_STATE') and mark them as active.
-#
-# mark-wmwin-focused = false
-mark-wmwin-focused = true;
+active-opacity: 1.95
+inactive-opacity: 1.95
+mark-wmwin-focused = false
+mark-ovredir-focused = false
-# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
-# mark-ovredir-focused = false
-mark-ovredir-focused = true;
-
-# Try to detect windows with rounded corners and don't consider them
-# shaped windows. The accuracy is not very high, unfortunately.
-#
-# detect-rounded-corners = false
detect-rounded-corners = true;
-
-# Detect '_NET_WM_OPACITY' on client windows, useful for window managers
-# not passing '_NET_WM_OPACITY' of client windows to frame windows.
-#
-# detect-client-opacity = false
detect-client-opacity = true;
-
-# Specify refresh rate of the screen. If not specified or 0, picom will
-# try detecting this with X RandR extension.
-#
-# refresh-rate = 60
-# refresh-rate = 0
-
-# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
-# boost performance. This should not be used with
-# vsync drm/opengl/opengl-oml
-# as they essentially does sw-opti's job already,
-# unless you wish to specify a lower refresh rate than the actual value.
-#
-# sw-opti =
-
-# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
-# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
-# provided that the WM supports it.
-#
-# use-ewmh-active-win = false
-
-# Unredirect all windows if a full-screen opaque window is detected,
-# to maximize performance for full-screen windows. Known to cause flickering
-# when redirecting/unredirecting windows.
-#
-# unredir-if-possible = false
-
-# Delay before unredirecting the window, in milliseconds. Defaults to 0.
-# unredir-if-possible-delay = 0
-
-# Conditions of windows that shouldn't be considered full-screen for unredirecting screen.
-# unredir-if-possible-exclude = []
-
-# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
-# in the same group focused at the same time.
-#
-# detect-transient = false
detect-transient = true
-
-# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
-# group focused at the same time. 'WM_TRANSIENT_FOR' has higher priority if
-# detect-transient is enabled, too.
-#
-# detect-client-leader = false
detect-client-leader = true
-# Resize damaged region by a specific number of pixels.
-# A positive value enlarges it while a negative one shrinks it.
-# If the value is positive, those additional pixels will not be actually painted
-# to screen, only used in blur calculation, and such. (Due to technical limitations,
-# with use-damage, those pixels will still be incorrectly painted to screen.)
-# Primarily used to fix the line corruption issues of blur,
-# in which case you should use the blur radius value here
-# (e.g. with a 3x3 kernel, you should use `--resize-damage 1`,
-# with a 5x5 one you use `--resize-damage 2`, and so on).
-# May or may not work with *--glx-no-stencil*. Shrinking doesn't function correctly.
-#
-# resize-damage = 1
-
-# Specify a list of conditions of windows that should be painted with inverted color.
-# Resource-hogging, and is not well tested.
-#
-# invert-color-include = []
-
-# GLX backend: Avoid using stencil buffer, useful if you don't have a stencil buffer.
-# Might cause incorrect opacity when rendering transparent content (but never
-# practically happened) and may not work with blur-background.
-# My tests show a 15% performance boost. Recommended.
-#
-# glx-no-stencil = false
-
-# GLX backend: Avoid rebinding pixmap on window damage.
-# Probably could improve performance on rapid window content changes,
-# but is known to break things on some drivers (LLVMpipe, xf86-video-intel, etc.).
-# Recommended if it works.
-#
-# glx-no-rebind-pixmap = false
-
-# Disable the use of damage information.
-# This cause the whole screen to be redrawn everytime, instead of the part of the screen
-# has actually changed. Potentially degrades the performance, but might fix some artifacts.
-# The opposing option is use-damage
-#
-# no-use-damage = false
use-damage = true
-# Use X Sync fence to sync clients' draw calls, to make sure all draw
-# calls are finished before picom starts drawing. Needed on nvidia-drivers
-# with GLX backend for some users.
-#
-# xrender-sync-fence = false
-
-# GLX backend: Use specified GLSL fragment shader for rendering window contents.
-# See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl`
-# in the source tree for examples.
-#
-# glx-fshader-win = ''
-
-# Force all windows to be painted with blending. Useful if you
-# have a glx-fshader-win that could turn opaque pixels transparent.
-#
-# force-win-blend = false
-
-# Do not use EWMH to detect fullscreen windows.
-# Reverts to checking if a window is fullscreen based only on its size and coordinates.
-#
-# no-ewmh-fullscreen = false
-
-# Dimming bright windows so their brightness doesn't exceed this set value.
-# Brightness of a window is estimated by averaging all pixels in the window,
-# so this could comes with a performance hit.
-# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. (default: 1.0)
-#
-# max-brightness = 1.0
-
-# Make transparent windows clip other windows like non-transparent windows do,
-# instead of blending on top of them.
-#
-# transparent-clipping = false
-
-# Set the log level. Possible values are:
-# "trace", "debug", "info", "warn", "error"
-# in increasing level of importance. Case doesn't matter.
-# If using the "TRACE" log level, it's better to log into a file
-# using *--log-file*, since it can generate a huge stream of logs.
-#
-# log-level = "debug"
-log-level = "warn";
-
-# Set the log file.
-# If *--log-file* is never specified, logs will be written to stderr.
-# Otherwise, logs will to written to the given file, though some of the early
-# logs might still be written to the stderr.
-# When setting this option from the config file, it is recommended to use an absolute path.
-#
-# log-file = '/path/to/your/log/file'
-
-# Show all X errors (for debugging)
-# show-all-xerrors = false
-
-# Write process ID to a file.
-# write-pid-path = '/path/to/your/log/file'
+animations = false
+animation-for-open-window = "zoom"
-# Window type settings
-#
-# 'WINDOW_TYPE' is one of the 15 window types defined in EWMH standard:
-# "unknown", "desktop", "dock", "toolbar", "menu", "utility",
-# "splash", "dialog", "normal", "dropdown_menu", "popup_menu",
-# "tooltip", "notification", "combo", and "dnd".
-#
-# Following per window-type options are available: ::
-#
-# fade, shadow:::
-# Controls window-type-specific shadow and fade settings.
-#
-# opacity:::
-# Controls default opacity of the window type.
-#
-# focus:::
-# Controls whether the window of this type is to be always considered focused.
-# (By default, all window types except "normal" and "dialog" has this on.)
-#
-# full-shadow:::
-# Controls whether shadow is drawn under the parts of the window that you
-# normally won't be able to see. Useful when the window has parts of it
-# transparent, and you want shadows in those areas.
-#
-# redir-ignore:::
-# Controls whether this type of windows should cause screen to become
-# redirected again after been unredirected. If you have unredir-if-possible
-# set, and doesn't want certain window to cause unnecessary screen redirection,
-# you can set this to `true`.
-#
wintypes:
{
tooltip = { fade = true; shadow = true; focus = true; full-shadow = false; };
diff --git a/picom/.config/picom/shaders/crt.glsl b/picom/.config/picom/shaders/crt.glsl
new file mode 100644
index 0000000..c22081b
--- /dev/null
+++ b/picom/.config/picom/shaders/crt.glsl
@@ -0,0 +1,29 @@
+#version 330
+
+in vec2 texcoord; // texture coordinate of the fragment
+uniform sampler2D tex; // texture of the window
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+vec4 window_shader() {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+
+ float r,g,b;
+
+ float greenValue = (sin(texcoord.x) / 14.0) + 1.0;
+
+ r = 1.5 * c.r * greenValue;
+ g = 1.5 * c.g * greenValue;
+ b = 1.0 * c.b * greenValue;
+
+ c = vec4(r, g, b, c.a);
+
+ gl_FragColor = c;
+
+ return default_post_processing(c);
+}
diff --git a/picom/.config/picom/shaders/default.glsl b/picom/.config/picom/shaders/default.glsl
new file mode 100644
index 0000000..e319523
--- /dev/null
+++ b/picom/.config/picom/shaders/default.glsl
@@ -0,0 +1,11 @@
+uniform float opacity;
+uniform bool invert_color;
+uniform sampler2D tex;
+
+void main() {
+ vec4 c = texture2D(tex, gl_TexCoord[0]);
+ if (invert_color)
+ c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
+ c *= opacity;
+ gl_FragColor = c;
+}
diff --git a/picom/.config/picom/shaders/grayscale.glsl b/picom/.config/picom/shaders/grayscale.glsl
new file mode 100644
index 0000000..a99a002
--- /dev/null
+++ b/picom/.config/picom/shaders/grayscale.glsl
@@ -0,0 +1,28 @@
+#version 330
+
+in vec2 texcoord; // texture coordinate of the fragment
+uniform sampler2D tex; // texture of the window
+uniform bool invert_color;
+uniform float opacity;
+
+// Default window post-processing:
+// 1) invert color
+// 2) opacity / transparency
+// 3) max-brightness clamping
+// 4) rounded corners
+vec4 default_post_processing(vec4 c);
+
+// Default window shader:
+// 1) fetch the specified pixel
+// 2) apply default post-processing
+vec4 window_shader() {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+ float g = 0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b; // CIELAB luma, based on human tristimulus.
+ c = vec4(vec3(g), c.a);
+ if (invert_color)
+ c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
+ c *= opacity;
+ gl_FragColor = c;
+
+ return default_post_processing(c);
+}
diff --git a/picom/.config/picom/shaders/transparency.glsl b/picom/.config/picom/shaders/transparency.glsl
new file mode 100644
index 0000000..88e3653
--- /dev/null
+++ b/picom/.config/picom/shaders/transparency.glsl
@@ -0,0 +1,19 @@
+uniform float opacity;
+uniform bool invert_color;
+uniform sampler2D tex;
+
+void main() {
+ vec4 c = texture2D(tex, gl_TexCoord[0]);
+ {
+ // Change vec4(1.0, 1.0, 1.0, 1.0) to your desired color
+ vec4 vdiff = abs(vec4(1.0, 1.0, 1.0, 1.0) - c);
+ float diff = max(max(max(vdiff.r, vdiff.g), vdiff.b), vdiff.a);
+ // Change 0.8 to your desired opacity
+ if (diff < 0.001)
+ c *= 0.8;
+ }
+ if (invert_color)
+ c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
+ c *= opacity;
+ gl_FragColor = c;
+}