animations { workspace-switch { spring damping-ratio=0.80 stiffness=523 epsilon=0.0001 } window-open { duration-ms 1000 curve "ease-out-expo" custom-shader "vec4 fall_from_top(vec3 coords_geo, vec3 size_geo) { float progress = niri_clamped_progress * niri_clamped_progress; vec2 coords = (coords_geo.xy - vec2(0.5, 0.0)) * size_geo.xy; coords.y += (1.0 - progress) * 1440.0; float max_angle = mix(-0.5, 0.5, floor(niri_random_seed * 4.0) / 3.0); float angle = (1.0 - 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, 0.0), 1.0); vec3 coords_tex = niri_geo_to_tex * coords_geo; return texture2D(niri_tex, coords_tex.st); } vec4 open_color(vec3 coords_geo, vec3 size_geo) { return fall_from_top(coords_geo, size_geo); }" } window-close { duration-ms 1000 curve "linear" custom-shader "vec4 fall_to_bottom(vec3 coords_geo, vec3 size_geo) { float progress = niri_clamped_progress * niri_clamped_progress; vec2 coords = (coords_geo.xy - vec2(0.5, 0.0)) * size_geo.xy; coords.y -= progress * 1440.0; float max_angle = mix(-0.5, 0.5, floor(niri_random_seed * 4.0) / 3.0); 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, 0.0), 1.0); vec3 coords_tex = niri_geo_to_tex * coords_geo; return texture2D(niri_tex, coords_tex.st); } vec4 close_color(vec3 coords_geo, vec3 size_geo) { return fall_to_bottom(coords_geo, size_geo); }" } }