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3 Commits
Author SHA1 Message Date
mischbeck 069a09e77b changes launcher to rofi 2026-08-20 23:31:25 +02:00
mischbeck b77c7d399f adds cava config 2026-08-20 23:00:55 +02:00
mischbeck 96c3dc5ddb adds gitignore 2026-08-20 15:05:39 +02:00
17 changed files with 1343 additions and 2 deletions
+57
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# Cava Audio Visualizer Configuration Template
# Optimized for smooth and responsive visualization
[general]
# Number of bars (20-200) - fewer bars = better performance
bars = 64
# Framerate (1-144) - higher = smoother but more CPU intensive
framerate = 60
[input]
# Audio input method: pulse, alsa, fifo, or portaudio
method = pulse
# Audio device (leave as default for auto-detection)
source = auto
[output]
# Output method: ncurses, terminal, raw, or circle
method = ncurses
# Terminal color scheme
style = stereo
[color]
# Color gradient for bars using template variables
gradient = 1
gradient_count = 8
gradient_color_1 = '#ffdaa8'
gradient_color_2 = '#ffdb94'
gradient_color_3 = '#e1df87'
gradient_color_4 = '#b3d27e'
gradient_color_5 = '#ffa2bd'
gradient_color_6 = '#ffbcbb'
gradient_color_7 = '#ffac91'
gradient_color_8 = '#f6ae85'
[smoothing]
# Noise reduction (0-100) - higher = smoother but less responsive
# 77 is default, 85 provides good balance for smooth visualization
noise_reduction = 85
# Monstercat smoothing (0 or 1) - adds smoothing between adjacent bars
monstercat = 1
# Wave effect (0 or 1) - creates wave-like motion across bars
waves = 0
# Gravity (0-200) - controls how fast bars fall
# 100 = normal gravity, 150 = faster fall, 50 = slower fall
gravity = 120
[eq]
# Equalizer settings for frequency response
# Lower frequencies tend to be louder, so reduce them slightly
1 = 0.8
2 = 0.9
3 = 1.0
4 = 1.1
5 = 1.2
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#version 330
in vec2 fragCoord;
out vec4 fragColor;
// bar values. defaults to left channels first (low to high), then right (high to low).
uniform float bars[512];
uniform int bars_count; // number of bars (left + right) (configurable)
uniform int bar_width; // bar width (configurable), not used here
uniform int bar_spacing; // space bewteen bars (configurable)
uniform vec3 u_resolution; // window resolution
// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
uniform vec3 bg_color; // background color
uniform vec3 fg_color; // foreground color
uniform int gradient_count;
uniform vec3 gradient_colors[8]; // gradient colors
uniform float shader_time; // shader execution time s (not used here)
uniform sampler2D inputTexture; // Texture from the last render pass (not used here)
vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
// create color based on fraction of this color and next color
float yr = (y - y_min) / (y_max - y_min);
return col_1 * (1.0 - yr) + col_2 * yr;
}
void main() {
// find which bar to use based on where we are on the x axis
float x = u_resolution.x * fragCoord.x;
int bar = int(bars_count * fragCoord.x);
// calculate a bar size
float bar_size = u_resolution.x / bars_count;
// the y coordinate and bar values are the same
float y = bars[bar];
// make sure there is a thin line at bottom
if (y * u_resolution.y < 1.0) {
y = 1.0 / u_resolution.y;
}
// draw the bar up to current height
if (y > fragCoord.y) {
// make some space between bars basen on settings
if (x > (bar + 1) * (bar_size)-bar_spacing) {
fragColor = vec4(bg_color, 1.0);
} else {
if (gradient_count == 0) {
fragColor = vec4(fg_color, 1.0);
} else {
// find which color in the configured gradient we are at
int color = int((gradient_count - 1) * fragCoord.y);
// find where on y this and next color is supposed to be
float y_min = color / (gradient_count - 1.0);
float y_max = (color + 1.0) / (gradient_count - 1.0);
// make color
fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color],
gradient_colors[color + 1], y_min, y_max),
1.0);
}
}
} else {
fragColor = vec4(bg_color, 1.0);
}
}
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#version 330
// this shader was stolen from shadertoy user ChunderFPV
#define SCALE 8.0
#define PI radians(180.0)
#define TAU (PI * 2.0)
#define CS(a) vec2(cos(a), sin(a))
#define PT(u, r) smoothstep(0.0, r, r - length(u))
in vec2 fragCoord;
out vec4 fragColor;
uniform float bars[512];
uniform int bars_count; // number of bars (left + right) (configurable)
uniform float shader_time; // shader execution time s
uniform int bar_width; // bar width (configurable), not used here
uniform int bar_spacing; // space bewteen bars (configurable)
uniform vec3 u_resolution; // window resolution
// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
uniform vec3 bg_color; // background color
uniform vec3 fg_color; // foreground color
uniform int gradient_count;
uniform vec3 gradient_colors[8]; // gradient colors
// gradient map ( color, equation, time, width, shadow, reciprocal )
vec3 gm(vec3 c, float n, float t, float w, float d, bool i) {
float g = min(abs(n), 1.0 / abs(n));
float s = abs(sin(n * PI - t));
if (i)
s = min(s, abs(sin(PI / n + t)));
return (1.0 - pow(abs(s), w)) * c * pow(g, d) * 6.0;
}
// denominator spiral, use 1/n for numerator
// ( screen xy, spiral exponent, decimal, line width, hardness, rotation )
float ds(vec2 u, float e, float n, float w, float h, float ro) {
float ur = length(u); // unit radius
float sr = pow(ur, e); // spiral radius
float a = round(sr) * n * TAU; // arc
vec2 xy = CS(a + ro) * ur; // xy coords
float l = PT(u - xy, w); // line
float s = mod(sr + 0.5, 1.0); // gradient smooth
s = min(s, 1.0 - s); // darken filter
return l * s * h;
}
void main() {
float t = shader_time / PI * 2.0;
vec4 m = vec4(0, 0, 0, 0); // iMouse;
m.xy = m.xy * 2.0 / u_resolution.xy - 1.0; // ±1x, ±1y
if (m.z > 0.0)
t += m.y * SCALE; // move time with mouse y
float z = (m.z > 0.0) ? pow(1.0 - abs(m.y), sign(m.y)) : 1.0; // zoom (+)
float e = (m.z > 0.0) ? pow(1.0 - abs(m.x), -sign(m.x))
: 1.0; // screen exponent (+)
float se = (m.z > 0.0) ? e * -sign(m.y) : 1.0; // spiral exponent
vec3 bg = vec3(0); // black background
float aa = 3.0; // anti-aliasing
for (float j = 0.0; j < aa; j++)
for (float k = 0.0; k < aa; k++) {
vec3 c = vec3(0);
vec2 o = vec2(j, k) / aa;
vec2 uv = (fragCoord * u_resolution.xy - 0.5 * u_resolution.xy + o) /
u_resolution.y * SCALE * z; // apply cartesian, scale and zoom
if (m.z > 0.0)
uv =
exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent
float px = length(fwidth(uv)); // pixel width
float x = uv.x; // every pixel on x
float y = uv.y; // every pixel on y
float l = length(uv); // hypot of xy: sqrt(x*x+y*y)
float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy
float g = min(abs(mc), 1.0 / abs(mc)); // gradient
vec3 gold = vec3(1.0, 0.6, 0.0) * g * l;
vec3 blue = vec3(0.3, 0.5, 0.9) * (1.0 - g);
vec3 rgb = max(gold, blue);
float w = 0.1; // line width
float d = 0.4; // shadow depth
c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic
c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d,
false)); // tangent
c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d,
false)); // sqrt cotangent
c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d,
true)); // sqrt circles
c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a
c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b
c +=
rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a
c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b
c = max(c, 0.0); // clear negative color
c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow
if (m.z > 0.0) // display grid on click
{
vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid
c.gb += 0.2 * (1.0 - min(min(xyg.x, xyg.y), 1.0));
}
bg += c;
}
bg /= aa * aa;
bg *= sqrt(bg) * 1.5;
fragColor = vec4(bg, 1.0);
}
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#version 330
in vec2 fragCoord;
out vec4 fragColor;
// bar values. defaults to left channels first (low to high), then right (high to low).
uniform float bars[512];
uniform int bars_count; // number of bars (left + right) (configurable)
uniform vec3 u_resolution; // window resolution, not used here
//colors, configurable in cava config file
uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
uniform vec3 fg_color; // foreground color, not used here
void main()
{
// find which bar to use based on where we are on the x axis
int bar = int(bars_count * fragCoord.x);
float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
float y = (bars[bar]) * bar_y;
float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
bar_r = bar_r * bar_r * 2;
// set color
fragColor.r = fg_color.x * y * bar_r;
fragColor.g = fg_color.y * y * bar_r;
fragColor.b = fg_color.z * y * bar_r;
}
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// SPDX-License-Identifier: MIT
// SPDX-FileCopyrightText: 2026 rezky_nightky <with.rezky@gmail.com>
// Static Orion (non-rotating)
#version 330
in vec2 fragCoord;
out vec4 fragColor;
uniform float bars[512];
uniform int bars_count;
uniform int bar_width;
uniform int bar_spacing;
uniform vec3 u_resolution;
uniform vec3 bg_color;
uniform vec3 fg_color;
uniform int gradient_count;
uniform vec3 gradient_colors[8];
vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
const float EPS = 0.0001;
float yr = (y - y_min) / max(y_max - y_min, EPS);
yr = clamp(yr, 0.0, 1.0);
return col_1 * (1.0 - yr) + col_2 * yr;
}
void main() {
vec2 p = fragCoord - vec2(0.5);
p.x *= u_resolution.x / u_resolution.y;
float base_radius = 0.35;
float max_len = 0.15;
float pad = 2.0 / u_resolution.y;
float min_r = max(base_radius - pad, 0.0);
float max_r = base_radius + max_len + pad;
float r2 = dot(p, p);
if (r2 < min_r * min_r || r2 > max_r * max_r) {
fragColor = vec4(bg_color, 1.0);
return;
}
float r = sqrt(r2);
float theta = atan(p.y, p.x);
float pi = radians(180.0);
float tau = pi * 2.0;
float a = (theta + pi) / tau;
a = fract(a);
int bc = min(bars_count, 512);
if (bc <= 0) {
fragColor = vec4(bg_color, 1.0);
return;
}
float cell = a * float(bc);
int bar = int(floor(cell));
bar = clamp(bar, 0, bc - 1);
int bar_next = bar + 1;
if (bar_next >= bc) {
bar_next = 0;
}
float f = fract(cell);
float fill = float(bar_width) / max(float(bar_width + bar_spacing), 1.0);
float angular = abs(f - 0.5);
float px = max(length(dFdx(p)), length(dFdy(p)));
float df = 0.35 * (float(bc) * px) / (tau * max(r, px));
float gap_half = (1.0 - fill) * 0.5;
float eps = 1.0 / (float(bc) * 2048.0);
float gap_cap = max(gap_half - eps, 0.0);
float df_cap = min(gap_cap, fill * 0.15);
df = min(df, max(df_cap, 1e-6));
float angular_alpha = 1.0 - smoothstep(fill * 0.5 - df, fill * 0.5 + df, angular);
angular_alpha *= step(angular, fill * 0.5 + df);
angular_alpha *= step(0.01, angular_alpha);
float y0 = clamp(bars[bar], 0.0, 1.0);
float y1 = clamp(bars[bar_next], 0.0, 1.0);
float y = mix(y0, y1, f);
float amp = y * (1.0 + 0.8 * (1.0 - y));
float min_len = 1.0 / u_resolution.y;
float max_len_cap = max(max_len - min_len, min_len);
float len = min(max(amp * max_len, min_len), max_len_cap);
float act = smoothstep(0.0, min_len / max_len, amp);
float dr = clamp(px, min_len, 2.0 * min_len);
float inner = smoothstep(base_radius - dr, base_radius + dr, r);
float outer = 1.0 - smoothstep(base_radius + len - dr, base_radius + len + dr, r);
float radial_alpha = inner * outer * act;
float outer_cap = 1.0 - smoothstep(base_radius + max_len - dr, base_radius + max_len + dr, r);
radial_alpha *= outer_cap;
float alpha = angular_alpha * radial_alpha;
alpha *= step(0.0035, alpha);
if (alpha == 0.0) {
fragColor = vec4(bg_color, 1.0);
return;
}
vec3 col;
if (gradient_count == 0) {
col = fg_color;
} else {
if (gradient_count == 1) {
col = gradient_colors[0];
} else {
int color = int(floor((gradient_count - 1) * amp));
color = clamp(color, 0, gradient_count - 2);
float y_min = float(color) / (gradient_count - 1.0);
float y_max = float(color + 1) / (gradient_count - 1.0);
col =
normalize_C(amp, gradient_colors[color], gradient_colors[color + 1], y_min, y_max);
}
}
fragColor = vec4(mix(bg_color, col, alpha), 1.0);
}
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// SPDX-License-Identifier: MIT
// SPDX-FileCopyrightText: 2026 rezky_nightky <with.rezky@gmail.com>
// Rotate Orion
#version 330
in vec2 fragCoord;
out vec4 fragColor;
uniform float bars[512];
uniform int bars_count;
uniform int bar_width;
uniform int bar_spacing;
uniform vec3 u_resolution;
uniform vec3 bg_color;
uniform vec3 fg_color;
uniform int gradient_count;
uniform vec3 gradient_colors[8];
uniform float shader_time;
vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
const float EPS = 0.0001;
float yr = (y - y_min) / max(y_max - y_min, EPS);
yr = clamp(yr, 0.0, 1.0);
return col_1 * (1.0 - yr) + col_2 * yr;
}
void main() {
vec2 p = fragCoord - vec2(0.5);
p.x *= u_resolution.x / u_resolution.y;
float base_radius = 0.35;
float max_len = 0.15;
float pad = 2.0 / u_resolution.y;
float min_r = max(base_radius - pad, 0.0);
float max_r = base_radius + max_len + pad;
float r2 = dot(p, p);
if (r2 < min_r * min_r || r2 > max_r * max_r) {
fragColor = vec4(bg_color, 1.0);
return;
}
float r = sqrt(r2);
float theta = atan(p.y, p.x);
float pi = radians(180.0);
float tau = pi * 2.0;
float a = (theta + pi) / tau;
a = fract(a);
int bc = min(bars_count, 512);
if (bc <= 0) {
fragColor = vec4(bg_color, 1.0);
return;
}
// Note: rotation is achieved by phase-shifting bar sampling, not by rotating geometry.
float rotate_speed = 0.10;
float t = fract(shader_time * 0.1);
float phase = fract(t * (rotate_speed / 0.1));
float sweep_speed = 0.12;
float sweep_pos = fract(t * (sweep_speed / 0.1));
float da = abs(a - sweep_pos);
da = min(da, 1.0 - da);
float sweep = 1.0 - smoothstep(0.0, 0.08 + fwidth(a), da);
float a_sample = fract(a + phase);
float cell = a_sample * float(bc);
int bar = int(floor(cell));
bar = clamp(bar, 0, bc - 1);
int bar_next = bar + 1;
if (bar_next >= bc) {
bar_next = 0;
}
float f = fract(cell);
float fill = float(bar_width) / max(float(bar_width + bar_spacing), 1.0);
float angular = abs(f - 0.5);
float px = max(length(dFdx(p)), length(dFdy(p)));
float df = 0.35 * (float(bc) * px) / (tau * max(r, px));
float gap_half = (1.0 - fill) * 0.5;
float eps = 1.0 / (float(bc) * 2048.0);
float gap_cap = max(gap_half - eps, 0.0);
float df_cap = min(gap_cap, fill * 0.15);
df = min(df, max(df_cap, 1e-6));
float angular_alpha = 1.0 - smoothstep(fill * 0.5 - df, fill * 0.5 + df, angular);
angular_alpha *= step(angular, fill * 0.5 + df);
angular_alpha *= step(0.01, angular_alpha);
float y0 = clamp(bars[bar], 0.0, 1.0);
float y1 = clamp(bars[bar_next], 0.0, 1.0);
float y = mix(y0, y1, f);
float amp = y * (1.0 + 0.8 * (1.0 - y));
float min_len = 1.0 / u_resolution.y;
float max_len_cap = max(max_len - min_len, min_len);
float len = min(max(amp * max_len, min_len), max_len_cap);
float act = smoothstep(0.0, min_len / max_len, amp);
float dr = clamp(px, min_len, 2.0 * min_len);
float inner = smoothstep(base_radius - dr, base_radius + dr, r);
float outer = 1.0 - smoothstep(base_radius + len - dr, base_radius + len + dr, r);
float radial_alpha = inner * outer * act;
float outer_cap = 1.0 - smoothstep(base_radius + max_len - dr, base_radius + max_len + dr, r);
radial_alpha *= outer_cap;
float alpha = angular_alpha * radial_alpha;
alpha *= step(0.0035, alpha);
if (alpha == 0.0) {
fragColor = vec4(bg_color, 1.0);
return;
}
vec3 col;
if (gradient_count == 0) {
col = fg_color;
} else {
if (gradient_count == 1) {
col = gradient_colors[0];
} else {
int color = int(floor((gradient_count - 1) * amp));
color = clamp(color, 0, gradient_count - 2);
float y_min = float(color) / (gradient_count - 1.0);
float y_max = float(color + 1) / (gradient_count - 1.0);
col = normalize_C(amp, gradient_colors[color], gradient_colors[color + 1], y_min, y_max);
}
}
col = min(col * (1.0 + 0.35 * sweep * alpha), vec3(1.0));
fragColor = vec4(mix(bg_color, col, alpha), 1.0);
}
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// SPDX-License-Identifier: MIT
// SPDX-FileCopyrightText: 2026 rezky_nightky <with.rezky@gmail.com>
// Orion Saturn core
#version 330
in vec2 fragCoord;
out vec4 fragColor;
uniform float bars[512];
uniform int bars_count;
uniform int bar_width;
uniform int bar_spacing;
uniform vec3 u_resolution;
uniform vec3 bg_color;
uniform vec3 fg_color;
uniform int gradient_count;
uniform vec3 gradient_colors[8];
vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
const float EPS = 0.0001;
float yr = (y - y_min) / max(y_max - y_min, EPS);
yr = clamp(yr, 0.0, 1.0);
return col_1 * (1.0 - yr) + col_2 * yr;
}
vec3 gradient_map(float amp) {
if (gradient_count == 0) {
return fg_color;
}
if (gradient_count == 1) {
return gradient_colors[0];
}
int color = int(floor((gradient_count - 1) * amp));
color = clamp(color, 0, gradient_count - 2);
float y_min = float(color) / (gradient_count - 1.0);
float y_max = float(color + 1) / (gradient_count - 1.0);
return normalize_C(amp, gradient_colors[color], gradient_colors[color + 1], y_min, y_max);
}
void main() {
vec2 p = fragCoord - vec2(0.5);
p.x *= u_resolution.x / u_resolution.y;
float base_radius = 0.35;
float max_len = 0.15;
float pad = 2.0 / u_resolution.y;
float max_r = base_radius + max_len + pad;
float r2 = dot(p, p);
if (r2 > max_r * max_r) {
fragColor = vec4(bg_color, 1.0);
return;
}
int bc = min(bars_count, 512);
if (bc <= 0) {
fragColor = vec4(bg_color, 1.0);
return;
}
float r = sqrt(r2);
float pi = radians(180.0);
float tau = pi * 2.0;
float theta = atan(p.y, p.x);
float a = fract((theta + pi) / tau);
float cell = a * float(bc);
int bar = int(floor(cell));
bar = clamp(bar, 0, bc - 1);
int bar_next = bar + 1;
if (bar_next >= bc) {
bar_next = 0;
}
float f = fract(cell);
float fill = float(bar_width) / max(float(bar_width + bar_spacing), 1.0);
float angular = abs(f - 0.5);
float px_ang = max(length(dFdx(p)), length(dFdy(p)));
float df = 0.35 * (float(bc) * px_ang) / (tau * max(r, px_ang));
float gap_half = (1.0 - fill) * 0.5;
float eps = 1.0 / (float(bc) * 2048.0);
float gap_cap = max(gap_half - eps, 0.0);
float df_cap = min(gap_cap, fill * 0.15);
df = min(df, max(df_cap, 1e-6));
float angular_alpha = 1.0 - smoothstep(fill * 0.5 - df, fill * 0.5 + df, angular);
angular_alpha *= step(angular, fill * 0.5 + df);
angular_alpha *= step(0.01, angular_alpha);
float y0 = clamp(bars[bar], 0.0, 1.0);
float y1 = clamp(bars[bar_next], 0.0, 1.0);
float y = mix(y0, y1, f);
float amp = y * (1.0 + 0.8 * (1.0 - y));
float min_len = 1.0 / u_resolution.y;
float max_len_cap = max(max_len - min_len, min_len);
float len = min(max(amp * max_len, min_len), max_len_cap);
float act = smoothstep(0.0, min_len / max_len, amp);
float dr = clamp(px_ang, min_len, 2.0 * min_len);
float inner = smoothstep(base_radius - dr, base_radius + dr, r);
float outer = 1.0 - smoothstep(base_radius + len - dr, base_radius + len + dr, r);
float radial_alpha = inner * outer * act;
float outer_cap = 1.0 - smoothstep(base_radius + max_len - dr, base_radius + max_len + dr, r);
radial_alpha *= outer_cap;
float ring_alpha = angular_alpha * radial_alpha;
ring_alpha *= step(0.0035, ring_alpha);
float core_energy = 0.0;
int core_samples = 0;
int core_limit = min(bc, 64);
for (int i = 0; i < core_limit; i += 2) {
core_energy += clamp(bars[i], 0.0, 1.0);
core_samples++;
}
core_energy /= max(float(core_samples), 1.0);
float core_amp = core_energy * (1.0 + 0.8 * (1.0 - core_energy));
float core_radius = mix(0.07, 0.25, clamp(core_amp * 1.1, 0.0, 1.0));
float px = 1.0 / u_resolution.y;
float core_edge = max(px * 1.5, 0.003);
float core_act = smoothstep(0.0, 0.04, core_amp);
float core_feather = core_edge + dr;
float core_alpha = 1.0 - smoothstep(core_radius - core_feather, core_radius + core_feather, r);
core_alpha = clamp(core_alpha, 0.0, 1.0) * core_act;
if (ring_alpha == 0.0 && core_alpha == 0.0) {
fragColor = vec4(bg_color, 1.0);
return;
}
vec3 col_core = gradient_map(core_amp);
vec3 col_ring = gradient_map(amp);
vec3 col = mix(bg_color, col_core, core_alpha);
col = mix(col, col_ring, ring_alpha);
fragColor = vec4(col, 1.0);
}
@@ -0,0 +1,154 @@
// SPDX-License-Identifier: MIT
// SPDX-FileCopyrightText: 2026 rezky_nightky <with.rezky@gmail.com>
// Orion Saturn subring
#version 330
in vec2 fragCoord;
out vec4 fragColor;
uniform float bars[512];
uniform int bars_count;
uniform int bar_width;
uniform int bar_spacing;
uniform vec3 u_resolution;
uniform vec3 bg_color;
uniform vec3 fg_color;
uniform int gradient_count;
uniform vec3 gradient_colors[8];
vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
const float EPS = 0.0001;
float yr = (y - y_min) / max(y_max - y_min, EPS);
yr = clamp(yr, 0.0, 1.0);
return col_1 * (1.0 - yr) + col_2 * yr;
}
vec3 gradient_map(float amp) {
if (gradient_count == 0) {
return fg_color;
}
if (gradient_count == 1) {
return gradient_colors[0];
}
int color = int(floor((gradient_count - 1) * amp));
color = clamp(color, 0, gradient_count - 2);
float y_min = float(color) / (gradient_count - 1.0);
float y_max = float(color + 1) / (gradient_count - 1.0);
return normalize_C(amp, gradient_colors[color], gradient_colors[color + 1], y_min, y_max);
}
void main() {
vec2 p = fragCoord - vec2(0.5);
p.x *= u_resolution.x / u_resolution.y;
float base_radius = 0.35;
float max_len = 0.15;
float pad = 2.0 / u_resolution.y;
float max_r = base_radius + max_len + pad;
float r2 = dot(p, p);
if (r2 > max_r * max_r) {
fragColor = vec4(bg_color, 1.0);
return;
}
int bc = min(bars_count, 512);
if (bc <= 0) {
fragColor = vec4(bg_color, 1.0);
return;
}
float r = sqrt(r2);
float pi = radians(180.0);
float tau = pi * 2.0;
float theta = atan(p.y, p.x);
float a = fract((theta + pi) / tau);
float cell = a * float(bc);
int bar = int(floor(cell));
bar = clamp(bar, 0, bc - 1);
int bar_next = bar + 1;
if (bar_next >= bc) {
bar_next = 0;
}
float f = fract(cell);
float fill = float(bar_width) / max(float(bar_width + bar_spacing), 1.0);
float angular = abs(f - 0.5);
float px = max(length(dFdx(p)), length(dFdy(p)));
float df = 0.35 * (float(bc) * px) / (tau * max(r, px));
float gap_half = (1.0 - fill) * 0.5;
float eps = 1.0 / (float(bc) * 2048.0);
float gap_cap = max(gap_half - eps, 0.0);
float df_cap = min(gap_cap, fill * 0.15);
df = min(df, max(df_cap, 1e-6));
float angular_alpha = 1.0 - smoothstep(fill * 0.5 - df, fill * 0.5 + df, angular);
angular_alpha *= step(angular, fill * 0.5 + df);
angular_alpha *= step(0.01, angular_alpha);
float y0 = clamp(bars[bar], 0.0, 1.0);
float y1 = clamp(bars[bar_next], 0.0, 1.0);
float y = mix(y0, y1, f);
float amp = y * (1.0 + 0.8 * (1.0 - y));
float min_len = 1.0 / u_resolution.y;
float max_len_cap = max(max_len - min_len, min_len);
float len = min(max(amp * max_len, min_len), max_len_cap);
float act = smoothstep(0.0, min_len / max_len, amp);
float dr = clamp(px, min_len, 2.0 * min_len);
float inner = smoothstep(base_radius - dr, base_radius + dr, r);
float outer = 1.0 - smoothstep(base_radius + len - dr, base_radius + len + dr, r);
float radial_alpha = inner * outer * act;
float outer_cap = 1.0 - smoothstep(base_radius + max_len - dr, base_radius + max_len + dr, r);
radial_alpha *= outer_cap;
float ring_alpha = angular_alpha * radial_alpha;
ring_alpha *= step(0.0035, ring_alpha);
float core_energy = 0.0;
int core_samples = 0;
int core_limit = min(bc, 64);
for (int i = 0; i < core_limit; i += 4) {
core_energy += clamp(bars[i], 0.0, 1.0);
core_samples++;
}
core_energy /= max(float(core_samples), 1.0);
float core_amp = core_energy * (1.0 + 0.8 * (1.0 - core_energy));
float core_radius = mix(0.05, 0.18, clamp(core_amp * 1.2, 0.0, 1.0));
float core_act = smoothstep(0.0, 0.04, core_amp);
float core_half_thickness = 0.007;
float core = smoothstep(core_radius - core_half_thickness - dr,
core_radius - core_half_thickness + dr, r) -
smoothstep(core_radius + core_half_thickness - dr,
core_radius + core_half_thickness + dr, r);
float core_alpha = clamp(core, 0.0, 1.0) * core_act;
if (ring_alpha == 0.0 && core_alpha == 0.0) {
fragColor = vec4(bg_color, 1.0);
return;
}
vec3 col_ring = gradient_map(amp);
vec3 col_core = gradient_map(core_amp);
vec3 col = mix(bg_color, col_ring, ring_alpha);
col = mix(col, col_core, core_alpha);
fragColor = vec4(col, 1.0);
}
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#version 330
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 fragCoord;
void main()
{
gl_Position = vec4(vertexPosition_modelspace,1);
fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}
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#version 330
in vec2 fragCoord;
out vec4 fragColor;
// bar values. defaults to left channels first (low to high), then right (high
// to low).
uniform float bars[512];
uniform int bars_count; // number of bars (left + right) (configurable)
uniform int bar_width; // bar width (configurable), not used here
uniform int bar_spacing; // space bewteen bars (configurable)
uniform vec3 u_resolution; // window resolution
// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
uniform vec3 bg_color; // background color
uniform vec3 fg_color; // foreground color
uniform int gradient_count;
uniform vec3 gradient_colors[8]; // gradient colors
uniform sampler2D inputTexture; // Texture from the last render pass
vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
// create color based on fraction of this color and next color
float yr = (y - y_min) / (y_max - y_min);
return col_1 * (1.0 - yr) + col_2 * yr;
}
void main() {
// find which bar to use based on where we are on the y axis
int bar = int(bars_count * fragCoord.y);
float y = bars[bar];
float band_size = 1.0 / float(bars_count);
float current_band_min = bar * band_size;
float current_band_max = (bar + 1) * band_size;
int hist_length = 512;
float win_size = 1.0 / hist_length;
if (fragCoord.x > 1.0 - win_size) {
if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) {
fragColor = vec4(fg_color * y, 1.0);
}
} else {
vec2 offsetCoord = fragCoord;
offsetCoord.x += float(win_size);
fragColor = texture(inputTexture, offsetCoord);
}
}
@@ -0,0 +1,112 @@
#version 330
// Emulate the "line style" spectrum analyzer from Winamp 2.
// Try this config for a demonstration:
/*
[general]
bar_width = 2
bar_spacing = 0
higher_cutoff_freq = 22000
[output]
method = sdl_glsl
channels = mono
fragment_shader = winamp_line_style_spectrum.frag
[color]
background = '#000000'
gradient = 1
gradient_color_1 = '#319C08'
gradient_color_2 = '#29CE10'
gradient_color_3 = '#BDDE29'
gradient_color_4 = '#DEA518'
gradient_color_5 = '#D66600'
gradient_color_6 = '#CE2910'
[smoothing]
noise_reduction = 10
*/
in vec2 fragCoord;
out vec4 fragColor;
// bar values. defaults to left channels first (low to high), then right (high to low).
uniform float bars[512];
uniform int bars_count; // number of bars (left + right) (configurable)
uniform int bar_width; // bar width (configurable), not used here
uniform int bar_spacing; // space bewteen bars (configurable)
uniform vec3 u_resolution; // window resolution
//colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
uniform vec3 bg_color; // background color
uniform vec3 fg_color; // foreground color
uniform int gradient_count;
uniform vec3 gradient_colors[8]; // gradient colors
vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
{
//create color based on fraction of this color and next color
float yr = (y - y_min) / (y_max - y_min);
return col_1 * (1.0 - yr) + col_2 * yr;
}
void main()
{
// find which bar to use based on where we are on the x axis
float x = u_resolution.x * fragCoord.x;
int bar = int(bars_count * fragCoord.x);
//calculate a bar size
float bar_size = u_resolution.x / bars_count;
//the y coordinate is stretched by 4X to resemble Winamp
float y = min(bars[bar] * 4.0, 1.0);
// make sure there is a thin line at bottom
if (y * u_resolution.y < 1.0)
{
y = 1.0 / u_resolution.y;
}
vec4 bar_color;
if (gradient_count == 0)
{
bar_color = vec4(fg_color,1.0);
}
else
{
//find color in the configured gradient for the top of the bar
int color = int((gradient_count - 1) * y);
//find where on y this and next color is supposed to be
float y_min = float(color) / (gradient_count - 1.0);
float y_max = float(color + 1) / (gradient_count - 1.0);
//make a solid color for the entire bar
bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
}
//draw the bar up to current height
if (y > fragCoord.y)
{
//make some space between bars based on settings
if (x > (bar + 1) * (bar_size) - bar_spacing)
{
fragColor = vec4(bg_color,1.0);
}
else
{
fragColor = bar_color;
}
}
else
{
fragColor = vec4(bg_color,1.0);
}
}
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[color]
background = '#001e26'
foreground = '#708183'
gradient = 1
gradient_color_1 = '#268bd2'
gradient_color_2 = '#6c71c4'
gradient_color_3 = '#cb4b16'
horizontal_gradient = 1
horizontal_gradient_color_1 = '#586e75'
horizontal_gradient_color_2 = '#b58900'
horizontal_gradient_color_3 = '#839496'
blend_direction = 'up'
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[color]
horizontal_gradient = 1
horizontal_gradient_color_1 = '#c45161'
horizontal_gradient_color_2 = '#e094a0'
horizontal_gradient_color_3 = '#f2b6c0'
horizontal_gradient_color_4 = '#f2dde1'
horizontal_gradient_color_5 = '#cbc7d8'
horizontal_gradient_color_6 = '#8db7d2'
horizontal_gradient_color_7 = '#5e62a9'
horizontal_gradient_color_8 = '#434279'
+3 -2
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@@ -4,8 +4,9 @@
-- ── Application shortcuts ─────────────────────────────────────
terminal = "kitty"
filemanager = "nemo"
applauncher = "vicinae toggle"
dmenu = "vicinae dmenu --placeholder"
-- applauncher = "vicinae toggle"
applauncher = "rofi -show run"
dmenu = "rofi -show drun -theme-str 'window {width: 100%;}'"
idlehandler = "hypridle" -- switched to hypridle; adjust if needed
-- ── General ───────────────────────────────────────────────────
+189
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/**
*
* Author : Aditya Shakya (adi1090x)
* Github : @adi1090x
*
* Configuration For Rofi Version: 1.7.3
**/
configuration {
/*---------- General setting ----------*/
modi: "drun,run,filebrowser,window";
case-sensitive: false;
cycle: true;
filter: "";
scroll-method: 0;
normalize-match: true;
show-icons: true;
icon-theme: "Papirus";
/* cache-dir: ;*/
steal-focus: false;
/* dpi: -1;*/
/*---------- Matching setting ----------*/
matching: "normal";
tokenize: true;
/*---------- SSH settings ----------*/
ssh-client: "ssh";
ssh-command: "{terminal} -e {ssh-client} {host} [-p {port}]";
parse-hosts: true;
parse-known-hosts: true;
/*---------- Drun settings ----------*/
drun-categories: "";
drun-match-fields: "name,generic,exec,categories,keywords";
drun-display-format: "{name} [<span weight='light' size='small'><i>({generic})</i></span>]";
drun-show-actions: false;
drun-url-launcher: "xdg-open";
drun-use-desktop-cache: false;
drun-reload-desktop-cache: false;
drun {
/** Parse user desktop files. */
parse-user: true;
/** Parse system desktop files. */
parse-system: true;
}
/*---------- Run settings ----------*/
run-command: "{cmd}";
run-list-command: "";
run-shell-command: "{terminal} -e {cmd}";
/*---------- Fallback Icon ----------*/
run,drun {
fallback-icon: "application-x-addon";
}
/*---------- Window switcher settings ----------*/
window-match-fields: "title,class,role,name,desktop";
window-command: "wmctrl -i -R {window}";
window-format: "{w} - {c} - {t:0}";
window-thumbnail: false;
/*---------- Combi settings ----------*/
/* combi-modi: "window,run";*/
/* combi-hide-mode-prefix: false;*/
/* combi-display-format: "{mode} {text}";*/
/*---------- History and Sorting ----------*/
disable-history: false;
sorting-method: "normal";
max-history-size: 25;
/*---------- Display setting ----------*/
display-window: "Windows";
display-windowcd: "Window CD";
display-run: "Run";
display-ssh: "SSH";
display-drun: "Apps";
display-combi: "Combi";
display-keys: "Keys";
display-filebrowser: "Files";
/*---------- Misc setting ----------*/
terminal: "rofi-sensible-terminal";
font: "Mono 12";
sort: false;
threads: 0;
click-to-exit: true;
/* ignored-prefixes: "";*/
/* pid: "/run/user/1000/rofi.pid";*/
/*---------- File browser settings ----------*/
filebrowser {
/* directory: "/home";*/
directories-first: true;
sorting-method: "name";
}
/*---------- Other settings ----------*/
timeout {
action: "kb-cancel";
delay: 0;
}
/*---------- Keybindings ----------*/
/*
kb-primary-paste: "Control+V,Shift+Insert";
kb-secondary-paste: "Control+v,Insert";
kb-clear-line: "Control+w";
kb-move-front: "Control+a";
kb-move-end: "Control+e";
kb-move-word-back: "Alt+b,Control+Left";
kb-move-word-forward: "Alt+f,Control+Right";
kb-move-char-back: "Left,Control+b";
kb-move-char-forward: "Right,Control+f";
kb-remove-word-back: "Control+Alt+h,Control+BackSpace";
kb-remove-word-forward: "Control+Alt+d";
kb-remove-char-forward: "Delete,Control+d";
kb-remove-char-back: "BackSpace,Shift+BackSpace,Control+h";
kb-remove-to-eol: "Control+k";
kb-remove-to-sol: "Control+u";
kb-accept-entry: "Control+j,Control+m,Return,KP_Enter";
kb-accept-custom: "Control+Return";
kb-accept-custom-alt: "Control+Shift+Return";
kb-accept-alt: "Shift+Return";
kb-delete-entry: "Shift+Delete";
kb-mode-next: "Shift+Right,Control+Tab";
kb-mode-previous: "Shift+Left,Control+ISO_Left_Tab";
kb-mode-complete: "Control+l";
kb-row-left: "Control+Page_Up";
kb-row-right: "Control+Page_Down";
kb-row-down: "Down,Control+n";
kb-page-prev: "Page_Up";
kb-page-next: "Page_Down";
kb-row-first: "Home,KP_Home";
kb-row-last: "End,KP_End";
kb-row-select: "Control+space";
kb-screenshot: "Alt+S";
kb-ellipsize: "Alt+period";
kb-toggle-case-sensitivity: "grave,dead_grave";
kb-toggle-sort: "Alt+grave";
kb-cancel: "Escape,Control+g,Control+bracketleft";
kb-custom-1: "Alt+1";
kb-custom-2: "Alt+2";
kb-custom-3: "Alt+3";
kb-custom-4: "Alt+4";
kb-custom-5: "Alt+5";
kb-custom-6: "Alt+6";
kb-custom-7: "Alt+7";
kb-custom-8: "Alt+8";
kb-custom-9: "Alt+9";
kb-custom-10: "Alt+0";
kb-custom-11: "Alt+exclam";
kb-custom-12: "Alt+at";
kb-custom-13: "Alt+numbersign";
kb-custom-14: "Alt+dollar";
kb-custom-15: "Alt+percent";
kb-custom-16: "Alt+dead_circumflex";
kb-custom-17: "Alt+ampersand";
kb-custom-18: "Alt+asterisk";
kb-custom-19: "Alt+parenleft";
kb-select-1: "Super+1";
kb-select-2: "Super+2";
kb-select-3: "Super+3";
kb-select-4: "Super+4";
kb-select-5: "Super+5";
kb-select-6: "Super+6";
kb-select-7: "Super+7";
kb-select-8: "Super+8";
kb-select-9: "Super+9";
kb-select-10: "Super+0";
ml-row-left: "ScrollLeft";
ml-row-right: "ScrollRight";
ml-row-up: "ScrollUp";
ml-row-down: "ScrollDown";
me-select-entry: "MousePrimary";
me-accept-entry: "MouseDPrimary";
me-accept-custom: "Control+MouseDPrimary";
*/
}
//@theme "/usr/share/rofi/themes/android_notification.rasi"
//@theme "/usr/share/rofi/themes/Adapta-Nokto.rasi"
//@theme "/usr/share/rofi/themes/Arc-Dark.rasi"
@theme "~/.config/rofi/current.rasi"
+80
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/**
* rofi -dump-theme output.
* Rofi version: 2.0.0
**/
* {
text-color: var(fg0);
padding: 0;
accent-color: rgba ( 240, 113, 120, 100 % );
fg0: rgba ( 238, 255, 255, 100 % );
background-color: transparent;
urgent-color: rgba ( 255, 203, 107, 50 % );
font: "FiraCode Nerd Font Medium 12";
margin: 0;
bg0: rgba ( 33, 33, 33, 50 % );
bg1: rgba ( 64, 64, 64, 50 % );
spacing: 0;
}
window {
width: 580;
background-color: var(bg0);
location: center;
}
inputbar {
padding: 8px ;
background-color: var(bg1);
spacing: 8px ;
}
prompt {
vertical-align: 0.50;
text-color: var(accent-color);
}
entry {
vertical-align: 0.50;
}
element-icon {
size: 0.8000em ;
vertical-align: 0.50;
}
element-text {
vertical-align: 0.50;
text-color: inherit;
}
textbox {
padding: 8px ;
background-color: var(bg1);
}
listview {
padding: 4px 0px ;
columns: 1;
lines: 8;
fixed-height: false;
}
element {
padding: 8px ;
spacing: 8px ;
}
element normal.normal {
text-color: var(fg0);
}
element normal.urgent {
text-color: var(urgent-color);
}
element normal.active {
text-color: var(accent-color);
}
element alternate.active {
text-color: var(accent-color);
}
element selected {
text-color: var(bg0);
}
element selected.normal {
background-color: var(accent-color);
}
element selected.active {
background-color: var(accent-color);
}
element selected.urgent {
background-color: var(urgent-color);
}
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*
!.gitignore
!.config/
!.config/hypr/
!.config/hypr/**