diff --git a/config/hypr/hypridle.conf b/config/hypr/hypridle.conf new file mode 100644 index 0000000..9497682 --- /dev/null +++ b/config/hypr/hypridle.conf @@ -0,0 +1,23 @@ +$lock_cmd = pidof hyprlock || hyprlock +$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 = $suspend_cmd +} diff --git a/config/hypr/hyprland.conf b/config/hypr/hyprland.conf new file mode 100644 index 0000000..92eaf87 --- /dev/null +++ b/config/hypr/hyprland.conf @@ -0,0 +1,5 @@ +source=./hyprland/env.conf +source=./hyprland/general.conf +source=./hyprland/colors.conf +source=./hyprland/keybinds.conf +exec-once=bash ~/.config/hypr/start.sh diff --git a/config/hypr/hyprland/colors.conf b/config/hypr/hyprland/colors.conf new file mode 100644 index 0000000..ff55371 --- /dev/null +++ b/config/hypr/hyprland/colors.conf @@ -0,0 +1,34 @@ +$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 diff --git a/config/hypr/hyprland/env.conf b/config/hypr/hyprland/env.conf new file mode 100644 index 0000000..0bc2984 --- /dev/null +++ b/config/hypr/hyprland/env.conf @@ -0,0 +1,19 @@ +# 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 diff --git a/config/hypr/hyprland/general.conf b/config/hypr/hyprland/general.conf new file mode 100644 index 0000000..e779918 --- /dev/null +++ b/config/hypr/hyprland/general.conf @@ -0,0 +1,143 @@ +# 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 +} + diff --git a/config/hypr/hyprland/keybinds.conf b/config/hypr/hyprland/keybinds.conf new file mode 100644 index 0000000..1308a2d --- /dev/null +++ b/config/hypr/hyprland/keybinds.conf @@ -0,0 +1,95 @@ +$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 = $MainMod+Shift, L, exec, sleep 0.1 && systemctl suspend + + diff --git a/config/hypr/hyprlock.conf b/config/hypr/hyprlock.conf new file mode 100644 index 0000000..6c9da23 --- /dev/null +++ b/config/hypr/hyprlock.conf @@ -0,0 +1,97 @@ +$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 = $font_family + + position = 30, -30 + halign = left + valign = top +} diff --git a/config/hypr/hyprlock/status.sh b/config/hypr/hyprlock/status.sh new file mode 100644 index 0000000..0d4ec2d --- /dev/null +++ b/config/hypr/hyprlock/status.sh @@ -0,0 +1,29 @@ +#!/usr/bin/env bash + +############ Variables ############ +enable_battery=false +battery_charging=false + +####### Check availability ######## +for battery in /sys/class/power_supply/*BAT*; do + if [[ -f "$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 '' diff --git a/config/hypr/shaders/chromatic_abberation.frag b/config/hypr/shaders/chromatic_abberation.frag new file mode 100644 index 0000000..7d7bfeb --- /dev/null +++ b/config/hypr/shaders/chromatic_abberation.frag @@ -0,0 +1,26 @@ +// 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); +} diff --git a/config/hypr/shaders/crt.frag b/config/hypr/shaders/crt.frag new file mode 100644 index 0000000..a37ff9f --- /dev/null +++ b/config/hypr/shaders/crt.frag @@ -0,0 +1,511 @@ +#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; +} + diff --git a/config/hypr/shaders/drugs.frag b/config/hypr/shaders/drugs.frag new file mode 100644 index 0000000..71c0908 --- /dev/null +++ b/config/hypr/shaders/drugs.frag @@ -0,0 +1,42 @@ + +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)); +} diff --git a/config/hypr/shaders/extradark.frag b/config/hypr/shaders/extradark.frag new file mode 100644 index 0000000..089ee81 --- /dev/null +++ b/config/hypr/shaders/extradark.frag @@ -0,0 +1,21 @@ +// 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; +} diff --git a/config/hypr/shaders/invert.frag b/config/hypr/shaders/invert.frag new file mode 100644 index 0000000..089ee81 --- /dev/null +++ b/config/hypr/shaders/invert.frag @@ -0,0 +1,21 @@ +// 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; +} diff --git a/config/hypr/shaders/solarized.frag b/config/hypr/shaders/solarized.frag new file mode 100644 index 0000000..1c37f2c --- /dev/null +++ b/config/hypr/shaders/solarized.frag @@ -0,0 +1,41 @@ +// -*- 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.); +} diff --git a/config/hypr/start.sh b/config/hypr/start.sh new file mode 100755 index 0000000..aa028f0 --- /dev/null +++ b/config/hypr/start.sh @@ -0,0 +1,9 @@ +#!/usr/bin/env bash + +swww init & +swww img /home/user/Pictures/1611244530792.jpg & + +# pkgs.networkmanagerapplet +nm-applet --indicator & + +waybar &