auroracf0f1d7
hypr: drop hyprshade and shaders
+0 −794
20 files changed
- D .config/hypr/shaders/01_red_tint.glsl +0 −16
- D .config/hypr/shaders/02_green_tint.glsl +0 −16
- D .config/hypr/shaders/03_blue_tint.glsl +0 −15
- D .config/hypr/shaders/04_optics_compensate.glsl +0 −72
- D .config/hypr/shaders/05_sketch.glsl +0 −89
- D .config/hypr/shaders/06_wobble.glsl +0 −72
- D .config/hypr/shaders/07_chromatic_aberration.glsl +0 −43
- D .config/hypr/shaders/08_newspaper.glsl +0 −114
- D .config/hypr/shaders/09_pixelated.glsl +0 −28
- D .config/hypr/shaders/10_grayscale.glsl +0 −40
- D .config/hypr/shaders/11_invert.glsl +0 −30
- D .config/hypr/shaders/12_posterization.glsl +0 −39
- D .config/hypr/shaders/13_sepia.glsl +0 −33
- D .config/hypr/shaders/14_vibrance.glsl +0 −37
- D .config/hypr/shaders/15_anaglyph_3d.glsl +0 −35
- D .config/hypr/shaders/16_vignette.glsl +0 −37
- D .config/hypr/shaders/vibrance.glsl +0 −40
- M .config/hypr/source/keybinds.lua +0 −6
- D .local/bin/hypr/hypr_shader_menu.sh +0 −31
- M packages/aur.txt +0 −1
| @@ -1,16 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Pure Red Channel Shader - OPTIMIZED | |
| 3 | − | precision highp float; | |
| 4 | − | ||
| 5 | − | in vec2 v_texcoord; | |
| 6 | − | uniform sampler2D tex; | |
| 7 | − | out vec4 fragColor; | |
| 8 | − | ||
| 9 | − | // Using Rec. 709 for consistency | |
| 10 | − | const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722); | |
| 11 | − | ||
| 12 | − | void main() { | |
| 13 | − | vec4 pixColor = texture(tex, v_texcoord); | |
| 14 | − | float gray = dot(pixColor.rgb, LUMA); | |
| 15 | − | fragColor = vec4(gray, 0.0, 0.0, pixColor.a); | |
| 16 | − | } | |
| @@ -1,16 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Pure Green Channel Shader - FIXED | |
| 3 | − | precision highp float; | |
| 4 | − | ||
| 5 | − | in vec2 v_texcoord; | |
| 6 | − | uniform sampler2D tex; | |
| 7 | − | out vec4 fragColor; | |
| 8 | − | ||
| 9 | − | const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722); | |
| 10 | − | ||
| 11 | − | void main() { | |
| 12 | − | vec4 pixColor = texture(tex, v_texcoord); | |
| 13 | − | float gray = dot(pixColor.rgb, LUMA); | |
| 14 | − | // FIXED: Now correctly outputs to GREEN channel | |
| 15 | − | fragColor = vec4(0.0, gray, 0.0, pixColor.a); | |
| 16 | − | } | |
| @@ -1,15 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Pure Blue Channel Shader - OPTIMIZED | |
| 3 | − | precision highp float; | |
| 4 | − | ||
| 5 | − | in vec2 v_texcoord; | |
| 6 | − | uniform sampler2D tex; | |
| 7 | − | out vec4 fragColor; | |
| 8 | − | ||
| 9 | − | const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722); | |
| 10 | − | ||
| 11 | − | void main() { | |
| 12 | − | vec4 pixColor = texture(tex, v_texcoord); | |
| 13 | − | float gray = dot(pixColor.rgb, LUMA); | |
| 14 | − | fragColor = vec4(0.0, 0.0, gray, pixColor.a); | |
| 15 | − | } | |
| @@ -1,72 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Retro CRT Shader - FULLY OPTIMIZED | |
| 3 | − | // Fixes: Resolution-aware scanlines, proper vignette, edge clamping, | |
| 4 | − | // correct aberration direction, anti-aliased scanlines | |
| 5 | − | ||
| 6 | − | precision highp float; | |
| 7 | − | ||
| 8 | − | in vec2 v_texcoord; | |
| 9 | − | uniform sampler2D tex; | |
| 10 | − | out vec4 fragColor; | |
| 11 | − | ||
| 12 | − | // --- CONFIGURATION --- | |
| 13 | − | const float CURVATURE = 3.5; | |
| 14 | − | const float SCANLINE_STRENGTH = 0.25; | |
| 15 | − | // Approximate screen height in pixels (adjust to your resolution) | |
| 16 | − | const float SCREEN_HEIGHT = 1080.0; | |
| 17 | − | // Scanlines per screen height (lower = thicker lines) | |
| 18 | − | const float SCANLINE_COUNT = 540.0; | |
| 19 | − | const float ABERRATION = 0.002; | |
| 20 | − | const float VIGNETTE_RADIUS = 1.00; | |
| 21 | − | const float VIGNETTE_SOFTNESS = 0.45; | |
| 22 | − | // Phosphor glow simulation | |
| 23 | − | const float GLOW = 0.03; | |
| 24 | − | ||
| 25 | − | vec2 curveUV(vec2 uv) { | |
| 26 | − | uv = uv * 2.0 - 1.0; | |
| 27 | − | vec2 offset = abs(uv.yx) / vec2(CURVATURE); | |
| 28 | − | uv = uv + uv * offset * offset; | |
| 29 | − | uv = uv * 0.5 + 0.5; | |
| 30 | − | return uv; | |
| 31 | − | } | |
| 32 | − | ||
| 33 | − | void main() { | |
| 34 | − | vec2 uv = curveUV(v_texcoord); | |
| 35 | − | ||
| 36 | − | // Black bezel for out-of-bounds | |
| 37 | − | if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { | |
| 38 | − | fragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| 39 | − | return; | |
| 40 | − | } | |
| 41 | − | ||
| 42 | − | // FIXED: Clamp aberration samples to prevent edge artifacts | |
| 43 | − | vec2 centerDist = uv - 0.5; | |
| 44 | − | vec2 aberrOffset = centerDist * ABERRATION; | |
| 45 | − | ||
| 46 | − | // FIXED: Correct direction - red focuses short, blue focuses long | |
| 47 | − | float r = texture(tex, clamp(uv + aberrOffset, 0.0, 1.0)).r; | |
| 48 | − | float g = texture(tex, uv).g; | |
| 49 | − | float b = texture(tex, clamp(uv - aberrOffset, 0.0, 1.0)).b; | |
| 50 | − | vec3 color = vec3(r, g, b); | |
| 51 | − | ||
| 52 | − | // FIXED: Anti-aliased scanlines that don't shimmer during scroll | |
| 53 | − | // Using smooth triangle wave instead of harsh sine | |
| 54 | − | float scanlinePhase = uv.y * SCANLINE_COUNT * 2.0; | |
| 55 | − | float scanline = abs(fract(scanlinePhase) - 0.5) * 2.0; // Triangle wave 0-1 | |
| 56 | − | scanline = smoothstep(0.0, 1.0, scanline); // Smooth it | |
| 57 | − | float scanlineFactor = 1.0 - (SCANLINE_STRENGTH * (1.0 - scanline)); | |
| 58 | − | color *= scanlineFactor; | |
| 59 | − | ||
| 60 | − | // Subtle phosphor glow (brightens slightly between scanlines) | |
| 61 | − | color += GLOW * (1.0 - scanline); | |
| 62 | − | ||
| 63 | − | // FIXED: Proper circular vignette with correct smoothstep bounds | |
| 64 | − | float dist = length(centerDist) * 2.0; // 0 at center, ~1.414 at corners | |
| 65 | − | float vignette = 1.0 - smoothstep(VIGNETTE_RADIUS, VIGNETTE_RADIUS + VIGNETTE_SOFTNESS, dist); | |
| 66 | − | color *= vignette; | |
| 67 | − | ||
| 68 | − | // Subtle brightness boost to compensate for darkening effects | |
| 69 | − | color *= 1.1; | |
| 70 | − | ||
| 71 | − | fragColor = vec4(clamp(color, 0.0, 1.0), 1.0); | |
| 72 | − | } | |
| @@ -1,89 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | precision highp float; | |
| 3 | − | ||
| 4 | − | in vec2 v_texcoord; | |
| 5 | − | uniform sampler2D tex; | |
| 6 | − | out vec4 fragColor; | |
| 7 | − | ||
| 8 | − | // --- CONFIGURATION --- | |
| 9 | − | const float edge_threshold = 0.15; // Sensitivity (0.05-0.5) - lower = more edges | |
| 10 | − | const float edge_softness = 0.08; // Anti-aliasing amount | |
| 11 | − | const float line_thickness = 1.0; // 1.0 = normal, 2.0 = thicker | |
| 12 | − | const float line_darkness = 0.05; // 0.0 = pure black, higher = lighter | |
| 13 | − | const float paper_brightness = 0.98; // Paper color | |
| 14 | − | const float paper_grain = 0.03; // Paper texture intensity | |
| 15 | − | const float noise_reduction = 0.5; // Reduces speckles in smooth areas | |
| 16 | − | // --------------------- | |
| 17 | − | ||
| 18 | − | float luminance(vec3 color) { | |
| 19 | − | return dot(color, vec3(0.2126, 0.7152, 0.0722)); | |
| 20 | − | } | |
| 21 | − | ||
| 22 | − | float hash12(vec2 p) { | |
| 23 | − | vec3 p3 = fract(vec3(p.xyx) * 0.1031); | |
| 24 | − | p3 += dot(p3, p3.yzx + 33.33); | |
| 25 | − | return fract((p3.x + p3.y) * p3.z); | |
| 26 | − | } | |
| 27 | − | ||
| 28 | − | // Sample luminance with bounds checking | |
| 29 | − | float sampleLum(vec2 uv) { | |
| 30 | − | vec2 safe_uv = clamp(uv, 0.0, 1.0); | |
| 31 | − | return luminance(texture(tex, safe_uv).rgb); | |
| 32 | − | } | |
| 33 | − | ||
| 34 | − | void main() { | |
| 35 | − | vec2 screen_res = vec2(textureSize(tex, 0)); | |
| 36 | − | vec2 pixel_size = line_thickness / screen_res; | |
| 37 | − | vec2 pixel_coords = v_texcoord * screen_res; | |
| 38 | − | ||
| 39 | − | // Sobel kernel sampling with proper edge clamping | |
| 40 | − | float tl = sampleLum(v_texcoord + vec2(-pixel_size.x, -pixel_size.y)); | |
| 41 | − | float t = sampleLum(v_texcoord + vec2( 0.0, -pixel_size.y)); | |
| 42 | − | float tr = sampleLum(v_texcoord + vec2( pixel_size.x, -pixel_size.y)); | |
| 43 | − | float l = sampleLum(v_texcoord + vec2(-pixel_size.x, 0.0)); | |
| 44 | − | float c = sampleLum(v_texcoord); // Center pixel | |
| 45 | − | float r = sampleLum(v_texcoord + vec2( pixel_size.x, 0.0)); | |
| 46 | − | float bl = sampleLum(v_texcoord + vec2(-pixel_size.x, pixel_size.y)); | |
| 47 | − | float b = sampleLum(v_texcoord + vec2( 0.0, pixel_size.y)); | |
| 48 | − | float br = sampleLum(v_texcoord + vec2( pixel_size.x, pixel_size.y)); | |
| 49 | − | ||
| 50 | − | // Sobel operators | |
| 51 | − | float Gx = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); | |
| 52 | − | float Gy = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); | |
| 53 | − | float gradient = sqrt(Gx * Gx + Gy * Gy); | |
| 54 | − | ||
| 55 | − | // Calculate local variance for noise reduction | |
| 56 | − | // (reduces speckles in smooth areas while preserving real edges) | |
| 57 | − | float mean = (tl + t + tr + l + c + r + bl + b + br) / 9.0; | |
| 58 | − | float variance = 0.0; | |
| 59 | − | variance += (tl - mean) * (tl - mean); | |
| 60 | − | variance += (t - mean) * (t - mean); | |
| 61 | − | variance += (tr - mean) * (tr - mean); | |
| 62 | − | variance += (l - mean) * (l - mean); | |
| 63 | − | variance += (c - mean) * (c - mean); | |
| 64 | − | variance += (r - mean) * (r - mean); | |
| 65 | − | variance += (bl - mean) * (bl - mean); | |
| 66 | − | variance += (b - mean) * (b - mean); | |
| 67 | − | variance += (br - mean) * (br - mean); | |
| 68 | − | variance = sqrt(variance / 9.0); | |
| 69 | − | ||
| 70 | − | // Adaptive threshold: require stronger edges in noisy areas | |
| 71 | − | float adaptive_threshold = edge_threshold + variance * noise_reduction; | |
| 72 | − | ||
| 73 | − | // Smooth edge detection (anti-aliased) | |
| 74 | − | float edge = smoothstep( | |
| 75 | − | adaptive_threshold - edge_softness, | |
| 76 | − | adaptive_threshold + edge_softness, | |
| 77 | − | gradient | |
| 78 | − | ); | |
| 79 | − | ||
| 80 | − | // Paper texture | |
| 81 | − | float paper = paper_brightness; | |
| 82 | − | paper -= hash12(pixel_coords * 0.4) * paper_grain; | |
| 83 | − | paper -= hash12(pixel_coords * 2.1) * paper_grain * 0.4; | |
| 84 | − | ||
| 85 | − | // Final blend | |
| 86 | − | float final_value = mix(paper, line_darkness, edge); | |
| 87 | − | ||
| 88 | − | fragColor = vec4(vec3(final_value), 1.0); | |
| 89 | − | } | |
| @@ -1,72 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | precision highp float; | |
| 3 | − | ||
| 4 | − | in vec2 v_texcoord; | |
| 5 | − | uniform sampler2D tex; | |
| 6 | − | uniform float TIME; | |
| 7 | − | out vec4 fragColor; | |
| 8 | − | ||
| 9 | − | // --- CONFIGURATION --- | |
| 10 | − | const float wobble_speed = 3.0; // Animation speed | |
| 11 | − | const float wobble_frequency = 15.0; // Wave density | |
| 12 | − | const float wobble_amplitude = 0.025; // Displacement amount | |
| 13 | − | const float edge_fade = 0.1; // Fade near edges (0.0 to disable) | |
| 14 | − | const bool organic_motion = true; // Multi-frequency for natural look | |
| 15 | − | const bool prevent_edge_artifacts = true; | |
| 16 | − | // --------------------- | |
| 17 | − | ||
| 18 | − | void main() { | |
| 19 | − | // Use local time to prevent floating point precision issues with large TIME values | |
| 20 | − | float t = mod(TIME, 628.318); // Wrap at 2*PI*100 | |
| 21 | − | ||
| 22 | − | vec2 new_uv = v_texcoord; | |
| 23 | − | ||
| 24 | − | // Calculate edge fade mask (reduces artifacts at screen borders) | |
| 25 | − | float edge_mask = 1.0; | |
| 26 | − | if (edge_fade > 0.0) { | |
| 27 | − | vec2 dist_to_edge = min(v_texcoord, 1.0 - v_texcoord); | |
| 28 | − | float min_dist = min(dist_to_edge.x, dist_to_edge.y); | |
| 29 | − | edge_mask = smoothstep(0.0, edge_fade, min_dist); | |
| 30 | − | } | |
| 31 | − | ||
| 32 | − | float amplitude = wobble_amplitude * edge_mask; | |
| 33 | − | ||
| 34 | − | float h_offset, v_offset; | |
| 35 | − | ||
| 36 | − | if (organic_motion) { | |
| 37 | − | // Layer multiple frequencies for organic, natural motion | |
| 38 | − | // Different speeds prevent repetitive patterns | |
| 39 | − | ||
| 40 | − | // Horizontal wobble (based on Y position) | |
| 41 | − | h_offset = 0.0; | |
| 42 | − | h_offset += sin(v_texcoord.y * wobble_frequency * 1.0 + t * wobble_speed * 1.00) * 0.50; | |
| 43 | − | h_offset += sin(v_texcoord.y * wobble_frequency * 2.1 + t * wobble_speed * 1.37) * 0.30; | |
| 44 | − | h_offset += sin(v_texcoord.y * wobble_frequency * 0.5 + t * wobble_speed * 0.71) * 0.20; | |
| 45 | − | ||
| 46 | − | // Vertical wobble (based on X position) | |
| 47 | − | v_offset = 0.0; | |
| 48 | − | v_offset += cos(v_texcoord.x * wobble_frequency * 0.9 + t * wobble_speed * 1.13) * 0.50; | |
| 49 | − | v_offset += cos(v_texcoord.x * wobble_frequency * 1.7 + t * wobble_speed * 0.83) * 0.30; | |
| 50 | − | v_offset += cos(v_texcoord.x * wobble_frequency * 0.4 + t * wobble_speed * 1.41) * 0.20; | |
| 51 | − | ||
| 52 | − | // Add subtle interaction between axes | |
| 53 | − | h_offset += sin(v_texcoord.x * wobble_frequency * 0.3 + t * wobble_speed * 0.5) * 0.1; | |
| 54 | − | v_offset += cos(v_texcoord.y * wobble_frequency * 0.3 + t * wobble_speed * 0.6) * 0.1; | |
| 55 | − | ||
| 56 | − | } else { | |
| 57 | − | // Simple single-frequency wobble | |
| 58 | − | h_offset = sin(v_texcoord.y * wobble_frequency + t * wobble_speed); | |
| 59 | − | v_offset = cos(v_texcoord.x * wobble_frequency + t * wobble_speed); | |
| 60 | − | } | |
| 61 | − | ||
| 62 | − | new_uv.x += h_offset * amplitude; | |
| 63 | − | new_uv.y += v_offset * amplitude; | |
| 64 | − | ||
| 65 | − | // Prevent sampling outside texture bounds | |
| 66 | − | if (prevent_edge_artifacts) { | |
| 67 | − | // Clamp with small margin to prevent edge bleeding | |
| 68 | − | new_uv = clamp(new_uv, 0.002, 0.998); | |
| 69 | − | } | |
| 70 | − | ||
| 71 | − | fragColor = texture(tex, new_uv); | |
| 72 | − | } | |
| @@ -1,43 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Chromatic Aberration Shader for Hyprland - OPTIMIZED | |
| 3 | − | // Fixes: Edge clamping, aspect ratio correction, quadratic falloff | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // --- CONFIGURATION --- | |
| 12 | − | const float STRENGTH = 0.010; | |
| 13 | − | // Set to your monitor's aspect ratio (16/9, 21/9, etc.) or use 1.0 for uncorrected | |
| 14 | − | const float ASPECT_RATIO = 16.0 / 9.0; | |
| 15 | − | // Use quadratic falloff for more realistic lens distortion | |
| 16 | − | const bool QUADRATIC_FALLOFF = true; | |
| 17 | − | ||
| 18 | − | void main() { | |
| 19 | − | // Aspect-corrected center distance | |
| 20 | − | vec2 distFromCenter = v_texcoord - 0.5; | |
| 21 | − | distFromCenter.x *= ASPECT_RATIO; | |
| 22 | − | ||
| 23 | − | // Calculate offset magnitude | |
| 24 | − | float dist = length(distFromCenter); | |
| 25 | − | float falloff = QUADRATIC_FALLOFF ? dist * dist : dist; | |
| 26 | − | ||
| 27 | − | // Normalize direction and apply strength | |
| 28 | − | vec2 dir = normalize(distFromCenter + 0.0001); // Prevent div by zero | |
| 29 | − | vec2 offset = dir * falloff * STRENGTH; | |
| 30 | − | offset.x /= ASPECT_RATIO; // Correct back for sampling | |
| 31 | − | ||
| 32 | − | // Sample with clamped coordinates to prevent edge artifacts | |
| 33 | − | vec2 redCoord = clamp(v_texcoord - offset, 0.0, 1.0); | |
| 34 | − | vec2 blueCoord = clamp(v_texcoord + offset, 0.0, 1.0); | |
| 35 | − | ||
| 36 | − | float r = texture(tex, redCoord).r; | |
| 37 | − | vec4 centerPixel = texture(tex, v_texcoord); | |
| 38 | − | float g = centerPixel.g; | |
| 39 | − | float b = texture(tex, blueCoord).b; | |
| 40 | − | ||
| 41 | − | // Preserve alpha from center sample | |
| 42 | − | fragColor = vec4(r, g, b, centerPixel.a); | |
| 43 | − | } | |
| @@ -1,114 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | precision highp float; // CRITICAL: Prevents many artifacts | |
| 3 | − | ||
| 4 | − | in vec2 v_texcoord; | |
| 5 | − | uniform sampler2D tex; | |
| 6 | − | out vec4 fragColor; | |
| 7 | − | ||
| 8 | − | // --- CONFIGURATION --- | |
| 9 | − | const float dot_spacing = 4.0; // 3.0-6.0 recommended | |
| 10 | − | const int color_levels = 4; // Posterization levels | |
| 11 | − | const vec3 paper_color = vec3(0.95, 0.92, 0.85); | |
| 12 | − | const float paper_texture_strength = 0.04; | |
| 13 | − | const float dot_softness = 1.5; // Higher = softer dot edges (anti-aliasing) | |
| 14 | − | const float ink_darkness = 0.95; // How dark the ink appears (0.0-1.0) | |
| 15 | − | const bool use_dithering = true; // Reduces posterization banding | |
| 16 | − | // --------------------- | |
| 17 | − | ||
| 18 | − | // Improved hash function - less pattern artifacts than sin-based | |
| 19 | − | float hash12(vec2 p) { | |
| 20 | − | vec3 p3 = fract(vec3(p.xyx) * 0.1031); | |
| 21 | − | p3 += dot(p3, p3.yzx + 33.33); | |
| 22 | − | return fract((p3.x + p3.y) * p3.z); | |
| 23 | − | } | |
| 24 | − | ||
| 25 | − | // Smoother 2D noise for paper texture | |
| 26 | − | float valueNoise(vec2 p) { | |
| 27 | − | vec2 i = floor(p); | |
| 28 | − | vec2 f = fract(p); | |
| 29 | − | ||
| 30 | − | // Smooth interpolation | |
| 31 | − | vec2 u = f * f * (3.0 - 2.0 * f); | |
| 32 | − | ||
| 33 | − | float a = hash12(i); | |
| 34 | − | float b = hash12(i + vec2(1.0, 0.0)); | |
| 35 | − | float c = hash12(i + vec2(0.0, 1.0)); | |
| 36 | − | float d = hash12(i + vec2(1.0, 1.0)); | |
| 37 | − | ||
| 38 | − | return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); | |
| 39 | − | } | |
| 40 | − | ||
| 41 | − | float luminance(vec3 color) { | |
| 42 | − | return dot(color, vec3(0.2126, 0.7152, 0.0722)); | |
| 43 | − | } | |
| 44 | − | ||
| 45 | − | // Bayer 4x4 dithering matrix - reduces posterization banding | |
| 46 | − | float bayerDither(vec2 pos) { | |
| 47 | − | ivec2 p = ivec2(mod(pos, 4.0)); | |
| 48 | − | int index = p.x + p.y * 4; | |
| 49 | − | ||
| 50 | − | // Bayer matrix values | |
| 51 | − | float matrix[16] = float[16]( | |
| 52 | − | 0.0, 8.0, 2.0, 10.0, | |
| 53 | − | 12.0, 4.0, 14.0, 6.0, | |
| 54 | − | 3.0, 11.0, 1.0, 9.0, | |
| 55 | − | 15.0, 7.0, 13.0, 5.0 | |
| 56 | − | ); | |
| 57 | − | ||
| 58 | − | return (matrix[index] / 16.0) - 0.5; | |
| 59 | − | } | |
| 60 | − | ||
| 61 | − | void main() { | |
| 62 | − | vec2 screen_res = vec2(textureSize(tex, 0)); | |
| 63 | − | vec2 pixel_coords = v_texcoord * screen_res; | |
| 64 | − | ||
| 65 | − | // 1. Sample original with clamped coordinates (prevents edge artifacts) | |
| 66 | − | vec2 safe_uv = clamp(v_texcoord, 0.0, 1.0); | |
| 67 | − | vec3 original_color = texture(tex, safe_uv).rgb; | |
| 68 | − | ||
| 69 | − | // 2. Posterize with optional dithering to reduce banding | |
| 70 | − | float levels = float(color_levels); | |
| 71 | − | vec3 posterized_color; | |
| 72 | − | ||
| 73 | − | if (use_dithering) { | |
| 74 | − | // Add dither before quantization | |
| 75 | − | float dither = bayerDither(pixel_coords) / (levels * 2.0); | |
| 76 | − | posterized_color = floor((original_color + dither) * levels) / (levels - 1.0); | |
| 77 | − | } else { | |
| 78 | − | posterized_color = floor(original_color * levels) / (levels - 1.0); | |
| 79 | − | } | |
| 80 | − | posterized_color = clamp(posterized_color, 0.0, 1.0); | |
| 81 | − | ||
| 82 | − | // 3. Create layered paper texture (more natural looking) | |
| 83 | − | float paper_noise = 0.0; | |
| 84 | − | paper_noise += valueNoise(pixel_coords * 0.5) * 0.6; // Large grain | |
| 85 | − | paper_noise += valueNoise(pixel_coords * 1.5) * 0.3; // Medium grain | |
| 86 | − | paper_noise += hash12(pixel_coords) * 0.1; // Fine grain | |
| 87 | − | paper_noise *= paper_texture_strength; | |
| 88 | − | ||
| 89 | − | vec3 textured_paper = max(paper_color - paper_noise, 0.0); // Prevent negative | |
| 90 | − | ||
| 91 | − | // 4. Create halftone grid | |
| 92 | − | vec2 cell_coords = pixel_coords / dot_spacing; | |
| 93 | − | vec2 grid_uv = fract(cell_coords); | |
| 94 | − | ||
| 95 | − | // 5. Calculate halftone dot | |
| 96 | − | // Use sqrt for area-proportional dots (perceptually correct) | |
| 97 | − | float lum = luminance(posterized_color); | |
| 98 | − | float darkness = 1.0 - lum; | |
| 99 | − | float dot_radius = sqrt(darkness) * 0.5; // Area proportional to darkness | |
| 100 | − | ||
| 101 | − | // Distance from cell center | |
| 102 | − | float dist = length(grid_uv - 0.5); | |
| 103 | − | ||
| 104 | − | // Anti-aliased dot edge using screen-space derivatives | |
| 105 | − | // This adapts to any resolution automatically | |
| 106 | − | float pixel_width = fwidth(dist) * dot_softness; | |
| 107 | − | float dot_mask = smoothstep(dot_radius - pixel_width, dot_radius + pixel_width, dist); | |
| 108 | − | ||
| 109 | − | // 6. Combine: ink color where dots are, paper elsewhere | |
| 110 | − | vec3 ink_color = posterized_color * ink_darkness; | |
| 111 | − | vec3 final_color = mix(ink_color, textured_paper, dot_mask); | |
| 112 | − | ||
| 113 | − | fragColor = vec4(final_color, 1.0); | |
| 114 | − | } | |
| @@ -1,28 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Pixelation Shader - OPTIMIZED | |
| 3 | − | // Fixes: Sample from pixel CENTER (not corner), aspect ratio support | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // --- CONFIGURATION --- | |
| 12 | − | // Pixels across the shorter dimension (height usually) | |
| 13 | − | const float PIXEL_COUNT = 350.0; | |
| 14 | − | // Set to your aspect ratio, or 1.0 for square pixels | |
| 15 | − | const float ASPECT_RATIO = 16.0 / 9.0; | |
| 16 | − | ||
| 17 | − | void main() { | |
| 18 | − | // Calculate pixel dimensions accounting for aspect ratio | |
| 19 | − | vec2 pixelCount = vec2(PIXEL_COUNT * ASPECT_RATIO, PIXEL_COUNT); | |
| 20 | − | vec2 pixelSize = 1.0 / pixelCount; | |
| 21 | − | ||
| 22 | − | // FIXED: Sample from pixel CENTER, not corner | |
| 23 | − | // This prevents the "swimming" artifact when content moves | |
| 24 | − | vec2 pixelCoord = floor(v_texcoord * pixelCount) + 0.5; | |
| 25 | − | vec2 sampleCoord = pixelCoord / pixelCount; | |
| 26 | − | ||
| 27 | − | fragColor = texture(tex, sampleCoord); | |
| 28 | − | } | |
| @@ -1,40 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Grayscale Shader for Hyprland - OPTIMIZED | |
| 3 | − | // Added: Optional gamma-correct conversion for accurate luminance | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // Rec. 709 Luma coefficients (sRGB/HDTV standard) | |
| 12 | − | const vec3 LUMA_709 = vec3(0.2126, 0.7152, 0.0722); | |
| 13 | − | ||
| 14 | − | // Set to true for gamma-correct grayscale (more accurate but slightly slower) | |
| 15 | − | const bool GAMMA_CORRECT = false; | |
| 16 | − | ||
| 17 | − | // sRGB gamma functions | |
| 18 | − | float toLinear(float c) { | |
| 19 | − | return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); | |
| 20 | − | } | |
| 21 | − | float toSRGB(float c) { | |
| 22 | − | return c <= 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0/2.4) - 0.055; | |
| 23 | − | } | |
| 24 | − | ||
| 25 | − | void main() { | |
| 26 | − | vec4 pixColor = texture(tex, v_texcoord); | |
| 27 | − | ||
| 28 | − | float gray; | |
| 29 | − | if (GAMMA_CORRECT) { | |
| 30 | − | // Convert to linear space, compute luminance, convert back | |
| 31 | − | vec3 linear = vec3(toLinear(pixColor.r), toLinear(pixColor.g), toLinear(pixColor.b)); | |
| 32 | − | float luminance = dot(linear, LUMA_709); | |
| 33 | − | gray = toSRGB(luminance); | |
| 34 | − | } else { | |
| 35 | − | // Fast path: direct computation in gamma space | |
| 36 | − | gray = dot(pixColor.rgb, LUMA_709); | |
| 37 | − | } | |
| 38 | − | ||
| 39 | − | fragColor = vec4(vec3(gray), pixColor.a); | |
| 40 | − | } | |
| @@ -1,30 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Invert Colors Shader - OPTIMIZED | |
| 3 | − | // Added: Optional luminance-preserving mode | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // Set true for "smart invert" that preserves relative brightness | |
| 12 | − | const bool PRESERVE_LUMINANCE = false; | |
| 13 | − | const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722); | |
| 14 | − | ||
| 15 | − | void main() { | |
| 16 | − | vec4 color = texture(tex, v_texcoord); | |
| 17 | − | vec3 inverted = 1.0 - color.rgb; | |
| 18 | − | ||
| 19 | − | if (PRESERVE_LUMINANCE) { | |
| 20 | − | // Adjust inverted colors to match original luminance | |
| 21 | − | float origLuma = dot(color.rgb, LUMA); | |
| 22 | − | float invLuma = dot(inverted, LUMA); | |
| 23 | − | if (invLuma > 0.001) { | |
| 24 | − | inverted *= origLuma / invLuma; | |
| 25 | − | inverted = clamp(inverted, 0.0, 1.0); | |
| 26 | − | } | |
| 27 | − | } | |
| 28 | − | ||
| 29 | − | fragColor = vec4(inverted, color.a); | |
| 30 | − | } | |
| @@ -1,39 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Posterization Shader - OPTIMIZED | |
| 3 | − | // Fixes: Proper rounding, optional dithering to reduce banding | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // --- CONFIGURATION --- | |
| 12 | − | const float COLOR_LEVELS = 4.0; | |
| 13 | − | // Enable dithering to reduce visible banding | |
| 14 | − | const bool DITHER = true; | |
| 15 | − | ||
| 16 | − | // Simple dither pattern | |
| 17 | − | float dither(vec2 pos) { | |
| 18 | − | // 4x4 Bayer matrix approximation | |
| 19 | − | vec2 p = fract(pos * 0.5); | |
| 20 | − | float d = fract(dot(p, vec2(0.75, 0.5))); | |
| 21 | − | return (d - 0.5) / COLOR_LEVELS; | |
| 22 | − | } | |
| 23 | − | ||
| 24 | − | void main() { | |
| 25 | − | vec4 color = texture(tex, v_texcoord); | |
| 26 | − | ||
| 27 | − | vec3 posterized; | |
| 28 | − | if (DITHER) { | |
| 29 | − | // Add dither noise before quantization | |
| 30 | − | float ditherValue = dither(gl_FragCoord.xy); | |
| 31 | − | posterized = floor((color.rgb + ditherValue) * COLOR_LEVELS + 0.5) / COLOR_LEVELS; | |
| 32 | − | } else { | |
| 33 | − | // FIXED: Use round() behavior instead of floor() for better color accuracy | |
| 34 | − | posterized = floor(color.rgb * COLOR_LEVELS + 0.5) / COLOR_LEVELS; | |
| 35 | − | } | |
| 36 | − | ||
| 37 | − | posterized = clamp(posterized, 0.0, 1.0); | |
| 38 | − | fragColor = vec4(posterized, color.a); | |
| 39 | − | } | |
| @@ -1,33 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Sepia Tone Shader - OPTIMIZED | |
| 3 | − | // Fixes: Clamping to prevent overflow on bright pixels | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // W3C standard Sepia Matrix (column-major for GLSL) | |
| 12 | − | const mat3 SEPIA_MATRIX = mat3( | |
| 13 | − | 0.393, 0.769, 0.189, // Red output weights | |
| 14 | − | 0.349, 0.686, 0.168, // Green output weights | |
| 15 | − | 0.272, 0.534, 0.131 // Blue output weights | |
| 16 | − | ); | |
| 17 | − | ||
| 18 | − | // Sepia intensity (0.0 = no effect, 1.0 = full sepia) | |
| 19 | − | const float INTENSITY = 1.0; | |
| 20 | − | ||
| 21 | − | void main() { | |
| 22 | − | vec4 color = texture(tex, v_texcoord); | |
| 23 | − | ||
| 24 | − | vec3 sepia = color.rgb * SEPIA_MATRIX; | |
| 25 | − | ||
| 26 | − | // FIXED: Clamp to prevent overflow artifacts on bright pixels | |
| 27 | − | sepia = clamp(sepia, 0.0, 1.0); | |
| 28 | − | ||
| 29 | − | // Optional: blend with original for partial effect | |
| 30 | − | vec3 final = mix(color.rgb, sepia, INTENSITY); | |
| 31 | − | ||
| 32 | − | fragColor = vec4(final, color.a); | |
| 33 | − | } | |
| @@ -1,37 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Vignette Shader - OPTIMIZED | |
| 3 | − | // Fixes: Aspect ratio correction for circular vignette, safe smoothstep bounds | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // --- CONFIGURATION --- | |
| 12 | − | const float RADIUS = 0.65; | |
| 13 | − | const float SOFTNESS = 0.45; | |
| 14 | − | const float STRENGTH = 0.5; | |
| 15 | − | // Set to your monitor's aspect ratio for circular vignette | |
| 16 | − | const float ASPECT_RATIO = 16.0 / 9.0; | |
| 17 | − | ||
| 18 | − | void main() { | |
| 19 | − | vec4 color = texture(tex, v_texcoord); | |
| 20 | − | ||
| 21 | − | // FIXED: Aspect-corrected distance for circular (not elliptical) vignette | |
| 22 | − | vec2 centered = v_texcoord - 0.5; | |
| 23 | − | centered.x *= ASPECT_RATIO; | |
| 24 | − | float dist = length(centered); | |
| 25 | − | // Normalize so corner distance is ~1.0 regardless of aspect ratio | |
| 26 | − | dist /= length(vec2(ASPECT_RATIO * 0.5, 0.5)); | |
| 27 | − | ||
| 28 | − | // FIXED: Ensure smoothstep has valid bounds (edge1 > edge0) | |
| 29 | − | float innerEdge = RADIUS; | |
| 30 | − | float outerEdge = RADIUS + SOFTNESS; | |
| 31 | − | float vignette = 1.0 - smoothstep(innerEdge, outerEdge, dist); | |
| 32 | − | ||
| 33 | − | // Apply with strength control | |
| 34 | − | color.rgb = mix(color.rgb, color.rgb * vignette, STRENGTH); | |
| 35 | − | ||
| 36 | − | fragColor = color; | |
| 37 | − | } | |
| @@ -1,35 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Anaglyph 3D Shader - OPTIMIZED | |
| 3 | − | // Fixes: Edge clamping, alpha preservation, depth-aware separation | |
| 4 | − | ||
| 5 | − | precision highp float; | |
| 6 | − | ||
| 7 | − | in vec2 v_texcoord; | |
| 8 | − | uniform sampler2D tex; | |
| 9 | − | out vec4 fragColor; | |
| 10 | − | ||
| 11 | − | // --- CONFIGURATION --- | |
| 12 | − | const float SEPARATION = 0.003; | |
| 13 | − | // Make separation stronger at edges (simulates depth from screen curvature) | |
| 14 | − | const bool DEPTH_AWARE = true; | |
| 15 | − | ||
| 16 | − | void main() { | |
| 17 | − | vec2 offset = vec2(SEPARATION, 0.0); | |
| 18 | − | ||
| 19 | − | // Optional: Increase separation toward screen edges for more depth | |
| 20 | − | if (DEPTH_AWARE) { | |
| 21 | − | float edgeFactor = abs(v_texcoord.x - 0.5) * 2.0; // 0 at center, 1 at edges | |
| 22 | − | offset.x *= 1.0 + edgeFactor * 0.5; | |
| 23 | − | } | |
| 24 | − | ||
| 25 | − | // Clamp coordinates to prevent edge sampling artifacts | |
| 26 | − | vec2 leftCoord = clamp(v_texcoord - offset, 0.0, 1.0); | |
| 27 | − | vec2 rightCoord = clamp(v_texcoord + offset, 0.0, 1.0); | |
| 28 | − | ||
| 29 | − | vec4 leftEye = texture(tex, leftCoord); | |
| 30 | − | vec4 rightEye = texture(tex, rightCoord); | |
| 31 | − | vec4 center = texture(tex, v_texcoord); | |
| 32 | − | ||
| 33 | − | // Combine: Red from left, Cyan (GB) from right | |
| 34 | − | fragColor = vec4(leftEye.r, rightEye.g, rightEye.b, center.a); | |
| 35 | − | } | |
| @@ -1,37 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Vignette Shader for Hyprland | |
| 3 | − | // Description: Darkens the edges of the screen to draw focus to the center. | |
| 4 | − | // Uses smoothstep for a high-quality, organic falloff. | |
| 5 | − | ||
| 6 | − | precision highp float; | |
| 7 | − | ||
| 8 | − | in vec2 v_texcoord; | |
| 9 | − | uniform sampler2D tex; | |
| 10 | − | out vec4 fragColor; | |
| 11 | − | ||
| 12 | − | // --- CONFIGURATION --- | |
| 13 | − | // The radius where the darkening begins (0.0 is center, 0.8 is near corners) | |
| 14 | − | const float RADIUS = 0.85; | |
| 15 | − | // How soft the transition is (higher = smoother gradient) | |
| 16 | − | const float SOFTNESS = 0.85; | |
| 17 | − | // The strength of the darkness (0.0 = no vignette, 1.0 = pitch black corners) | |
| 18 | − | const float STRENGTH = 0.8; | |
| 19 | − | ||
| 20 | − | void main() { | |
| 21 | − | // 1. Sample the original screen color | |
| 22 | − | vec4 color = texture(tex, v_texcoord); | |
| 23 | − | ||
| 24 | − | // 2. Calculate distance from center (0.5, 0.5) | |
| 25 | − | float dist = distance(v_texcoord, vec2(0.5)); | |
| 26 | − | ||
| 27 | − | // 3. Calculate vignette factor using smoothstep for high-quality falloff | |
| 28 | − | // We invert the smoothstep range so 1.0 is center and 0.0 is edges | |
| 29 | − | float vignette = smoothstep(RADIUS, RADIUS - SOFTNESS, dist); | |
| 30 | − | ||
| 31 | − | // 4. Apply the vignette strength | |
| 32 | − | // Mix between the original color and the darkened version | |
| 33 | − | // This allows us to control intensity without changing the geometry of the falloff | |
| 34 | − | color.rgb = mix(color.rgb, color.rgb * vignette, STRENGTH); | |
| 35 | − | ||
| 36 | − | fragColor = color; | |
| 37 | − | } | |
| @@ -1,40 +0,0 @@ | |||
| 1 | − | #version 300 es | |
| 2 | − | // Saturation & Contrast Shader for Hyprland | |
| 3 | − | // Description: Allows fine-tuning of screen vibrancy and dynamic range. | |
| 4 | − | // Efficiently applies saturation followed by contrast. | |
| 5 | − | ||
| 6 | − | precision highp float; | |
| 7 | − | ||
| 8 | − | in vec2 v_texcoord; | |
| 9 | − | uniform sampler2D tex; | |
| 10 | − | out vec4 fragColor; | |
| 11 | − | ||
| 12 | − | // --- CONFIGURATION --- | |
| 13 | − | // 0.0 = Grayscale, 1.0 = Normal, 1.5 = Vibrant, 2.0 = Deep Fried | |
| 14 | − | const float SATURATION = 3.0; | |
| 15 | − | ||
| 16 | − | // 1.0 = Normal, 1.2 = High Contrast, 0.8 = Low Contrast (Faded) | |
| 17 | − | const float CONTRAST = 1.0; | |
| 18 | − | // --------------------- | |
| 19 | − | ||
| 20 | − | // Rec. 709 Luma coefficients for accurate saturation calculations | |
| 21 | − | const vec3 luma = vec3(0.2126, 0.7152, 0.0722); | |
| 22 | − | ||
| 23 | − | void main() { | |
| 24 | − | // 1. Sample texture | |
| 25 | − | vec4 color = texture(tex, v_texcoord); | |
| 26 | − | ||
| 27 | − | // 2. Apply Saturation | |
| 28 | − | // Calculate the grayscale value (luminance) | |
| 29 | − | float gray = dot(color.rgb, luma); | |
| 30 | − | // Interpolate between grayscale and original color | |
| 31 | − | vec3 satColor = mix(vec3(gray), color.rgb, SATURATION); | |
| 32 | − | ||
| 33 | − | // 3. Apply Contrast | |
| 34 | − | // We shift color values so 0.5 is the "pivot" point. | |
| 35 | − | // Values > 0.5 get pushed up, values < 0.5 get pushed down. | |
| 36 | − | vec3 finalColor = (satColor - 0.5) * CONTRAST + 0.5; | |
| 37 | − | ||
| 38 | − | // 4. Output | |
| 39 | − | fragColor = vec4(finalColor, color.a); | |
| 40 | − | } | |
| @@ -26,7 +26,6 @@ hl.bind( | |||
| 26 | 26 | { description = "Smart Float" } | |
| 27 | 27 | ) | |
| 28 | 28 | ||
| 29 | − | ||
| 30 | 29 | ------------------ | |
| 31 | 30 | -- Aurora Shell | |
| 32 | 31 | ----------------- | |
| @@ -148,11 +147,6 @@ hl.bind(mainMod .. " + CTRL + comma", hl.dsp.exec_cmd("hypr_screen_rotate.py +90 | |||
| 148 | 147 | hl.bind(mainMod .. " + CTRL + period", hl.dsp.exec_cmd("hypr_screen_rotate.py -90"), | |
| 149 | 148 | { locked = true, desc = "Rotate Screen Clockwise" }) | |
| 150 | 149 | ||
| 151 | − | -- --- Hyprshade (Visual Filters) --- | |
| 152 | − | hl.bind(mainMod .. " + CTRL + S", hl.dsp.exec_cmd("hypr_shader_menu.sh"), { desc = "Shader Menu" }) | |
| 153 | − | hl.bind(mainMod .. " + CTRL + X", hl.dsp.exec_cmd("hyprshade off"), { locked = true, desc = "Disable Shader" }) | |
| 154 | − | hl.bind(mainMod .. " + CTRL + V", hl.dsp.exec_cmd("hyprshade on vibrance"), { locked = true, desc = "Vibrant Shader" }) | |
| 155 | − | ||
| 156 | 150 | -- Scroll through existing workspaces with mainMod + scroll | |
| 157 | 151 | hl.bind(mainMod .. " + mouse_down", hl.dsp.focus({ workspace = "e+1" })) | |
| 158 | 152 | hl.bind(mainMod .. " + mouse_up", hl.dsp.focus({ workspace = "e-1" })) | |
| @@ -1,31 +0,0 @@ | |||
| 1 | − | #!/usr/bin/env bash | |
| 2 | − | set -euo pipefail | |
| 3 | − | ||
| 4 | − | # Check deps | |
| 5 | − | command -v aurora-run >/dev/null || { echo "aurora-run not found"; exit 1; } | |
| 6 | − | command -v hyprshade >/dev/null || { echo "hyprshade not found"; exit 1; } | |
| 7 | − | ||
| 8 | − | # Get shader list | |
| 9 | − | mapfile -t SHADERS < <(hyprshade ls) | |
| 10 | − | ||
| 11 | − | # Add "off" at top | |
| 12 | − | SHADERS=("off" "${SHADERS[@]}") | |
| 13 | − | ||
| 14 | − | # Show in aurora's runner (|| true: cancelling must not trip set -e) | |
| 15 | − | CHOICE=$(printf "%s\n" "${SHADERS[@]}" \ | |
| 16 | − | | { aurora-run --dmenu --prompt "Hyprshade > " || true; } \ | |
| 17 | − | | sed 's/^[[:space:]]*//;s/[[:space:]]*$//') | |
| 18 | − | ||
| 19 | − | # User cancelled | |
| 20 | − | [[ -z "$CHOICE" ]] && exit 0 | |
| 21 | − | ||
| 22 | − | # Apply | |
| 23 | − | if [[ "$CHOICE" == "off" ]]; then | |
| 24 | − | hyprshade off | |
| 25 | − | else | |
| 26 | − | hyprshade on "$CHOICE" | |
| 27 | − | fi | |
| 28 | − | ||
| 29 | − | # Optional notification | |
| 30 | − | command -v notify-send >/dev/null && notify-send "Hyprshade" "Applied: $CHOICE" | |
| 31 | − | ||
| @@ -1,7 +1,6 @@ | |||
| 1 | 1 | # AUR packages (installed with paru). A trailing ! means "not pre-selected". | |
| 2 | 2 | envycontrol | |
| 3 | 3 | htop-vim | |
| 4 | − | hyprshade-git | |
| 5 | 4 | jmtpfs | |
| 6 | 5 | yaru-icon-theme | |
| 7 | 6 | zsh-fast-syntax-highlighting-git | |