Niri added shaders, fish, DMS, btop, cava

This commit is contained in:
2026-05-08 20:33:29 +02:00
parent 6cac58b55a
commit 810de91316
23 changed files with 1473 additions and 45 deletions
@@ -0,0 +1,59 @@
animations {
workspace-switch {
spring damping-ratio=0.85 stiffness=700 epsilon=0.0001
}
horizontal-view-movement {
spring damping-ratio=0.85 stiffness=700 epsilon=0.0001
}
window-open {
duration-ms 175
curve "ease-out-quad"
custom-shader r"
vec4 zoom_in(vec3 coords_geo, vec3 size_geo) {
float progress = niri_clamped_progress;
float scale = progress;
vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy;
coords = coords / scale;
coords_geo = vec3(coords / size_geo.xy + vec2(0.5, 0.5), 1.0);
vec3 coords_tex = niri_geo_to_tex * coords_geo;
vec4 color = texture2D(niri_tex, coords_tex.st);
color.a *= progress;
return color;
}
vec4 open_color(vec3 coords_geo, vec3 size_geo) {
return zoom_in(coords_geo, size_geo);
}
"
}
// Original by Lemmy: https://github.com/ItsLemmy
window-close {
duration-ms 200
curve "linear"
custom-shader r"
vec4 fall_and_rotate(vec3 coords_geo, vec3 size_geo) {
float progress = niri_clamped_progress * niri_clamped_progress;
vec2 coords = (coords_geo.xy - vec2(0.5, 1.0)) * size_geo.xy;
coords.y -= progress * 1440.0;
float random = (niri_random_seed - 0.5) / 2.0;
random = sign(random) - random;
float max_angle = 0.5 * random;
float angle = progress * max_angle;
mat2 rotate = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
coords = rotate * coords;
coords_geo = vec3(coords / size_geo.xy + vec2(0.5, 1.0), 1.0);
vec3 coords_tex = niri_geo_to_tex * coords_geo;
vec4 color = texture2D(niri_tex, coords_tex.st);
color.a *= (1.0 - progress);
return color;
}
vec4 close_color(vec3 coords_geo, vec3 size_geo) {
return fall_and_rotate(coords_geo, size_geo);
}
"
}
}