Niri added shaders, fish, DMS, btop, cava
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animations {
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workspace-switch {
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spring damping-ratio=0.9 stiffness=800 epsilon=0.0001
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}
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horizontal-view-movement {
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spring damping-ratio=0.9 stiffness=800 epsilon=0.0001
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}
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window-open {
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duration-ms 200
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curve "linear"
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custom-shader r"
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vec4 open_color(vec3 coords_geo, vec3 size_geo) {
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float p0 = niri_clamped_progress;
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float p = smoothstep(0.0, 1.0, p0);
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vec2 size = size_geo.xy;
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vec2 center = size * 0.5;
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vec2 pos = coords_geo.xy * size;
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float scale = mix(0.01, 1.0, p);
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vec2 scaled_pos = (pos - center) / scale + center;
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vec2 uv = scaled_pos / size;
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if (uv.x < 0.0 || uv.x > 1.0 ||
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uv.y < 0.0 || uv.y > 1.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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return texture2D(niri_tex, uv);
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}
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"
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}
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window-close {
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duration-ms 300
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curve "linear"
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custom-shader r"
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vec4 close_color(vec3 coords_geo, vec3 size_geo) {
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float p0 = niri_clamped_progress;
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float p = smoothstep(0.0, 1.0, p0);
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vec2 size = size_geo.xy;
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vec2 center = size * 0.5;
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vec2 pos = coords_geo.xy * size;
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float scale = mix(1.0, 0.01, p);
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vec2 scaled_pos = (pos - center) / scale + center;
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vec2 uv = scaled_pos / size;
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if (uv.x < 0.0 || uv.x > 1.0 ||
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uv.y < 0.0 || uv.y > 1.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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return texture2D(niri_tex, uv);
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}
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"
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}
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}
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