This commit is contained in:
Jan Bulthuis 2024-07-20 06:10:56 +02:00
parent 5a3aa36fd0
commit 7e368b4f40
22 changed files with 826 additions and 14 deletions

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@ -0,0 +1,34 @@
{
lib,
config,
pkgs,
...
}:
with lib;
{
imports = [
./firefox/default.nix
./qutebrowser/default.nix
];
options.default.browser = mkOption {
type = types.str;
default = "";
description = "Default browser";
};
config = {
xdg.mimeApps = {
enable = true;
defaultApplications = {
"text/html" = "${config.default.browser}";
"x-scheme-handler/http" = "${config.default.browser}";
"x-scheme-handler/https" = "${config.default.browser}";
"x-scheme-handler/about" = "${config.default.browser}";
"x-scheme-handler/unknown" = "${config.default.browser}";
};
};
};
}

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@ -10,9 +10,14 @@ let
cfg = config.modules.firefox;
in
{
options.modules.firefox.enable = lib.mkEnableOption "firefox";
options.modules.firefox = {
enable = lib.mkEnableOption "firefox";
default = lib.mkEnableOption "default";
};
config = lib.mkIf cfg.enable {
default.browser = mkIf cfg.default "firefox.desktop";
# Enable NUR
nixpkgs.config.packageOverrides = pkgs: {
# TODO: Pin the version
@ -63,7 +68,6 @@ in
colors = config.theming.colorsCSS;
}
);
# userContent = builtins.readFile ./userContent.css;
settings = {
"browser.tabs.inTitlebar" = 0;

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@ -0,0 +1,73 @@
/* Import theme colors */
@colors@
/* Configure titlebar */
#titlebar {
/* Add consistent margins to tab bar */
padding: 0 2px !important;
/* Add emphasized color to background of tab bar */
background-color: var(--nix-color-bg-status) !important;
/* Set correct text color */
color: var(--nix-color-fg) !important;
}
.tab-background:is([selected], [multiselected]) {
/* Set correct background color */
background-color: var(--nix-color-bg) !important;
}
.tab-content {
/* Set correct text color */
color: var(--nix-color-fg) !important;
}
/* Configure navigation bar */
#nav-bar {
/* Set correct background color */
background-color: var(--nix-color-bg) !important;
/* Set correct text color */
color: var(--nix-color-fg) !important;
}
#urlbar {
/* Set correct text color */
color: var(--nix-color-fg) !important;
}
#urlbar[open]>#urlbar-background {
/* Set correct background color when opened */
background-color: var(--nix-color-bg) !important;
/* Use same box-shadow as tabs when opened */
border: none !important;
box-shadow: 0 0 4px rgba(0, 0, 0, .4) !important;
}
#urlbar[focused]:not([suppress-focus-border])>#urlbar-background {
/* Set better outline for focused urlbar */
outline-color: var(--nix-color-border-focused) !important;
outline-width: 1px !important;
outline-offset: 0 !important;
}
#urlbar-background {
/* Set the correct background color */
background-color: var(--nix-color-bg-status) !important;
}
/* Configure popups */
panelview {
/* Set correct background color for popups */
background-color: var(--nix-color-bg) !important;
/* Set correct text color */
color: var(--nix-color-fg) !important;
}
menupopup {
/* Set correct background color for context menus */
--panel-background: var(--nix-color-bg) !important;
}

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@ -11,9 +11,14 @@ let
theme = config.theming;
in
{
options.modules.qutebrowser.enable = mkEnableOption "qutebrowser";
options.modules.qutebrowser = {
enable = mkEnableOption "qutebrowser";
default = mkEnableOption "default";
};
config = mkIf cfg.enable {
default.browser = mkIf cfg.default "org.qutebrowser.qutebrowser.desktop";
programs.qutebrowser = {
enable = true;

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@ -8,23 +8,23 @@
{
imports = [
# Import all modules
./browser/default.nix
./desktop/default.nix
./discord/default.nix
./feishin/default.nix
./firefox/default.nix
./fontconfig/default.nix
./foot/default.nix
./language/nix.nix
./language/rust.nix
./mako/default.nix
./neovim/default.nix
./obsidian/default.nix
./qutebrowser/default.nix
./rofi/default.nix
./rofi/rofi-rbw.nix
./shell/bash.nix
./shell/fish.nix
./steam/default.nix
./terminal/default.nix
./terminal/foot/default.nix
./theming/default.nix
./vscode/default.nix
./winbox/default.nix

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@ -0,0 +1,23 @@
{
lib,
config,
pkgs,
...
}:
with lib;
let
cfg = config.modules.glpaper;
in
{
options.modules.glpaper = {
enable = mkEnableOption "glpaper";
shader = mkOption {
type = types.path;
default = ./shaders/waves.glsl;
description = "Shader to use for the background";
};
};
config = mkIf cfg.enable { home.packages = [ pkgs.glpaper ]; };
}

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@ -0,0 +1,169 @@
#define zoom 0.900
#define tile 0.850
#define speed2 0.0
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
#define time3 (time * 0.01)
#define mouse vec2(sin(time3)/48., cos(time3)/48.)
#define iterations 14
#define formuparam2 0.79
#define volsteps 5
#define stepsize 0.390
#define brightness 0.003
#define darkmatter 0.400
#define distfading 0.560
#define saturation 0.800
#define transverseSpeed zoom*2.0
#define cloud 0.11
float triangle(float x, float a) {
float output2 = 2.0 * abs(2.0 * ((x/a) - floor((x/a) + 0.5))) - 1.0;
return output2;
}
float field(in vec3 p) {
float strength = 7. + .03 * log(1.e-6 + fract(sin(time3) * 4373.11));
float accum = 0.;
float prev = 0.;
float tw = 0.;
// Replace or uncomment the for-loop as intended in your logic
float mag = dot(p, p);
p = abs(p) / mag + vec3(-.5, -.8 + 0.1*sin(time3*0.7 + 2.0), -1.1+0.3*cos(time3*0.3));
float w = exp(-float(0) / 7.);
accum += w * exp(-strength * pow(abs(mag - prev), 2.3));
tw += w;
prev = mag;
return max(0., 5. * accum / tw - .7);
}
void main() {
vec2 uv2 = 2. * gl_FragCoord.xy / vec2(512) - 1.;
vec2 uvs = uv2 * vec2(512) / 512.;
float time2 = time3;
float speed = speed2;
speed = .01 * cos(time2*0.02 + 3.1415926/4.0);
float formuparam = formuparam2;
vec2 uv = uvs;
float a_xz = 0.9;
float a_yz = -.6;
float a_xy = 0.9 + time3*0.08;
mat2 rot_xz = mat2(cos(a_xz),sin(a_xz),-sin(a_xz),cos(a_xz));
mat2 rot_yz = mat2(cos(a_yz),sin(a_yz),-sin(a_yz),cos(a_yz));
mat2 rot_xy = mat2(cos(a_xy),sin(a_xy),-sin(a_xy),cos(a_xy));
float v2 =1.0;
vec3 dir=vec3(uv*zoom,1.);
vec3 from=vec3(0.0, 0.0,0.0);
from.x -= 5.0*(mouse.x-0.5);
from.y -= 5.0*(mouse.y-0.5);
vec3 forward = vec3(0.,0.,1.);
from.x += transverseSpeed*(1.0)*cos(0.01*time3) + 0.001*time3;
from.y += transverseSpeed*(1.0)*sin(0.01*time3) +0.001*time3;
from.z += 0.003*time3;
dir.xy*=rot_xy;
forward.xy *= rot_xy;
dir.xz*=rot_xz;
forward.xz *= rot_xz;
dir.yz*= rot_yz;
forward.yz *= rot_yz;
from.xy*=-rot_xy;
from.xz*=rot_xz;
from.yz*= rot_yz;
float zooom = (time2-3311.)*speed;
from += forward* zooom;
float sampleShift = mod( zooom, stepsize );
float zoffset = -sampleShift;
sampleShift /= stepsize;
float s=0.24;
float s3 = s + stepsize/2.0;
vec3 v=vec3(0.);
float t3 = 0.0;
vec3 backCol2 = vec3(0.);
for (int r=0; r<volsteps; r++) {
vec3 p2=from+(s+zoffset)*dir;
vec3 p3=from+(s3+zoffset)*dir;
p2 = abs(vec3(tile)-mod(p2,vec3(tile*2.)));
p3 = abs(vec3(tile)-mod(p3,vec3(tile*2.)));
#ifdef cloud
t3 = field(p3);
#endif
float pa,a=pa=0.;
for (int i=0; i<iterations; i++) {
p2=abs(p2)/dot(p2,p2)-formuparam;
float D = abs(length(p2)-pa);
a += i > 7 ? min( 12., D) : D;
pa=length(p2);
}
a*=a*a;
float s1 = s+zoffset;
float fade = pow(distfading,max(0.,float(r)-sampleShift));
v+=fade;
if( r == 0 )
fade *= (1. - (sampleShift));
if( r == volsteps-1 )
fade *= sampleShift;
v+=vec3(s1,s1*s1,s1*s1*s1*s1)*a*brightness*fade;
backCol2 += mix(.11, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade;
s+=stepsize;
s3 += stepsize;
}
v=mix(vec3(length(v)),v,saturation);
vec4 forCol2 = vec4(v*.01,1.);
#ifdef cloud
backCol2 *= cloud;
#endif
backCol2.b *= 1.8;
backCol2.r *= 0.05;
backCol2.b = 0.5*mix(backCol2.g, backCol2.b, 0.8);
backCol2.g = 0.0;
backCol2.bg = mix(backCol2.gb, backCol2.bg, 0.5*(cos(time3*0.01) + 1.0));
gl_FragColor = forCol2 + vec4(backCol2, 1.0);
}

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@ -0,0 +1,118 @@
#ifdef GL_ES
precision mediump float;
#endif
// glslsandbox uniforms
uniform float time;
uniform vec2 resolution;
// shadertoy emulation
#define iTime time * 0.01 + 10.0
#define iResolution resolution
#define fragCoord gl_FragCoord
#define fragColor gl_FragColor
float colormap_red(float x) {
if (x < 0.0) {
return 54.0 / 255.0;
} else if (x < 20049.0 / 82979.0) {
return (829.79 * x + 54.51) / 255.0;
} else {
return 1.0;
}
}
float colormap_green(float x) {
if (x < 20049.0 / 82979.0) {
return 0.0;
} else if (x < 327013.0 / 810990.0) {
return (8546482679670.0 / 10875673217.0 * x - 2064961390770.0 / 10875673217.0) / 255.0;
} else if (x <= 1.0) {
return (103806720.0 / 483977.0 * x + 19607415.0 / 483977.0) / 255.0;
} else {
return 1.0;
}
}
float colormap_blue(float x) {
if (x < 0.0) {
return 54.0 / 255.0;
} else if (x < 7249.0 / 82979.0) {
return (829.79 * x + 54.51) / 255.0;
} else if (x < 20049.0 / 82979.0) {
return 127.0 / 255.0;
} else if (x < 327013.0 / 810990.0) {
return (792.02249341361393720147485376583 * x - 64.364790735602331034989206222672) / 255.0;
} else {
return 1.0;
}
}
vec4 colormap(float x) {
return vec4(colormap_red(x), colormap_green(x), colormap_blue(x), 1.0);
}
// https://iquilezles.org/articles/warp
/*float noise( in vec2 x )
{
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float a = textureLod(iChannel0,(p+vec2(0.5,0.5))/256.0,0.0).x;
float b = textureLod(iChannel0,(p+vec2(1.5,0.5))/256.0,0.0).x;
float c = textureLod(iChannel0,(p+vec2(0.5,1.5))/256.0,0.0).x;
float d = textureLod(iChannel0,(p+vec2(1.5,1.5))/256.0,0.0).x;
return mix(mix( a, b,f.x), mix( c, d,f.x),f.y);
}*/
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(vec2 p){
vec2 ip = floor(p);
vec2 u = fract(p);
u = u*u*(3.0-2.0*u);
float res = mix(
mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
return res*res;
}
const mat2 mtx = mat2( 0.80, 0.60, -0.60, 0.80 );
float fbm( vec2 p )
{
float f = 0.0;
f += 0.500000*noise( p + iTime ); p = mtx*p*2.02;
f += 0.031250*noise( p ); p = mtx*p*2.01;
f += 0.250000*noise( p ); p = mtx*p*2.03;
f += 0.125000*noise( p ); p = mtx*p*2.01;
f += 0.062500*noise( p ); p = mtx*p*2.04;
f += 0.015625*noise( p + sin(iTime) );
return f/0.96875;
}
float pattern( in vec2 p )
{
return fbm( p + fbm( p + fbm( p ) ) );
}
void main()
{
vec2 uv = fragCoord.xy/iResolution.x;
float shade = pattern(uv);
fragColor = vec4(colormap(shade).rgb, shade);
}
/** SHADERDATA
{
"title": "Base warp fBM",
"description": "Noise but Pink",
"model": "person"
}
*/

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@ -0,0 +1,13 @@
#ifdef GL_ES
precision mediump float;
#endif
// glslsandbox uniforms
uniform float time;
uniform vec2 resolution;
// shadertoy emulation
#define iTime time
#define iResolution resolution
#define fragCoord gl_FragCoord
#define fragColor gl_FragColor

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@ -0,0 +1,208 @@
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
#define CHAR_SIZE vec2(6, 7)
#define CHAR_SPACING vec2(6, 9)
vec2 start_pos = vec2(0);
vec2 print_pos = vec2(0);
vec2 print_pos_pre_move = vec2(0);
vec3 text_color = vec3(1);
/*
Top left pixel is the most significant bit.
Bottom right pixel is the least significant bit.
███ |
█ █ |
█ █ |
█ █ |
█████ |
█ █ |
█ █ |
000000
100010
100010
100010
111110
100010
100010
011100 (upper 21 bits)
100010 -> 011100 100010 100010 100 -> 935188
100010
100
010 (lower 21 bits)
111110 -> 010 111110 100010 100010 -> 780450
100010
100010
vec2(935188.0,780450.0)
*/
//Text coloring
#define HEX(i) text_color = mod(vec3(i / 65536,i / 256,i),vec3(256.0))/255.0;
#define RGB(r,g,b) text_color = vec3(r,g,b);
#define STRWIDTH(c) (c * CHAR_SPACING.x)
#define STRHEIGHT(c) (c * CHAR_SPACING.y)
#define BEGIN_TEXT(x,y) print_pos = floor(vec2(x,y)); start_pos = floor(vec2(x,y));
//Automatically generated from the sprite sheet here: http://uzebox.org/wiki/index.php?title=File:Font6x8.png
#define _ col+=char(vec2(0.0,0.0),uv);
#define _spc col+=char(vec2(0.0,0.0),uv)*text_color;
#define _exc col+=char(vec2(276705.0,32776.0),uv)*text_color;
#define _quo col+=char(vec2(1797408.0,0.0),uv)*text_color;
#define _hsh col+=char(vec2(10738.0,1134484.0),uv)*text_color;
#define _dol col+=char(vec2(538883.0,19976.0),uv)*text_color;
#define _pct col+=char(vec2(1664033.0,68006.0),uv)*text_color;
#define _amp col+=char(vec2(545090.0,174362.0),uv)*text_color;
#define _apo col+=char(vec2(798848.0,0.0),uv)*text_color;
#define _lbr col+=char(vec2(270466.0,66568.0),uv)*text_color;
#define _rbr col+=char(vec2(528449.0,33296.0),uv)*text_color;
#define _ast col+=char(vec2(10471.0,1688832.0),uv)*text_color;
#define _crs col+=char(vec2(4167.0,1606144.0),uv)*text_color;
#define _per col+=char(vec2(0.0,1560.0),uv)*text_color;
#define _dsh col+=char(vec2(7.0,1572864.0),uv)*text_color;
#define _com col+=char(vec2(0.0,1544.0),uv)*text_color;
#define _lsl col+=char(vec2(1057.0,67584.0),uv)*text_color;
#define _0 col+=char(vec2(935221.0,731292.0),uv)*text_color;
#define _1 col+=char(vec2(274497.0,33308.0),uv)*text_color;
#define _2 col+=char(vec2(934929.0,1116222.0),uv)*text_color;
#define _3 col+=char(vec2(934931.0,1058972.0),uv)*text_color;
#define _4 col+=char(vec2(137380.0,1302788.0),uv)*text_color;
#define _5 col+=char(vec2(2048263.0,1058972.0),uv)*text_color;
#define _6 col+=char(vec2(401671.0,1190044.0),uv)*text_color;
#define _7 col+=char(vec2(2032673.0,66576.0),uv)*text_color;
#define _8 col+=char(vec2(935187.0,1190044.0),uv)*text_color;
#define _9 col+=char(vec2(935187.0,1581336.0),uv)*text_color;
#define _col col+=char(vec2(195.0,1560.0),uv)*text_color;
#define _scl col+=char(vec2(195.0,1544.0),uv)*text_color;
#define _les col+=char(vec2(135300.0,66052.0),uv)*text_color;
#define _equ col+=char(vec2(496.0,3968.0),uv)*text_color;
#define _grt col+=char(vec2(528416.0,541200.0),uv)*text_color;
#define _que col+=char(vec2(934929.0,1081352.0),uv)*text_color;
#define _ats col+=char(vec2(935285.0,714780.0),uv)*text_color;
#define _A col+=char(vec2(935188.0,780450.0),uv)*text_color;
#define _B col+=char(vec2(1983767.0,1190076.0),uv)*text_color;
#define _C col+=char(vec2(935172.0,133276.0),uv)*text_color;
#define _D col+=char(vec2(1983764.0,665788.0),uv)*text_color;
#define _E col+=char(vec2(2048263.0,1181758.0),uv)*text_color;
#define _F col+=char(vec2(2048263.0,1181728.0),uv)*text_color;
#define _G col+=char(vec2(935173.0,1714334.0),uv)*text_color;
#define _H col+=char(vec2(1131799.0,1714338.0),uv)*text_color;
#define _I col+=char(vec2(921665.0,33308.0),uv)*text_color;
#define _J col+=char(vec2(66576.0,665756.0),uv)*text_color;
#define _K col+=char(vec2(1132870.0,166178.0),uv)*text_color;
#define _L col+=char(vec2(1065220.0,133182.0),uv)*text_color;
#define _M col+=char(vec2(1142100.0,665762.0),uv)*text_color;
#define _N col+=char(vec2(1140052.0,1714338.0),uv)*text_color;
#define _O col+=char(vec2(935188.0,665756.0),uv)*text_color;
#define _P col+=char(vec2(1983767.0,1181728.0),uv)*text_color;
#define _Q col+=char(vec2(935188.0,698650.0),uv)*text_color;
#define _R col+=char(vec2(1983767.0,1198242.0),uv)*text_color;
#define _S col+=char(vec2(935171.0,1058972.0),uv)*text_color;
#define _T col+=char(vec2(2035777.0,33288.0),uv)*text_color;
#define _U col+=char(vec2(1131796.0,665756.0),uv)*text_color;
#define _V col+=char(vec2(1131796.0,664840.0),uv)*text_color;
#define _W col+=char(vec2(1131861.0,699028.0),uv)*text_color;
#define _X col+=char(vec2(1131681.0,84130.0),uv)*text_color;
#define _Y col+=char(vec2(1131794.0,1081864.0),uv)*text_color;
#define _Z col+=char(vec2(1968194.0,133180.0),uv)*text_color;
#define _lsb col+=char(vec2(925826.0,66588.0),uv)*text_color;
#define _rsl col+=char(vec2(16513.0,16512.0),uv)*text_color;
#define _rsb col+=char(vec2(919584.0,1065244.0),uv)*text_color;
#define _pow col+=char(vec2(272656.0,0.0),uv)*text_color;
#define _usc col+=char(vec2(0.0,62.0),uv)*text_color;
#define _a col+=char(vec2(224.0,649374.0),uv)*text_color;
#define _b col+=char(vec2(1065444.0,665788.0),uv)*text_color;
#define _c col+=char(vec2(228.0,657564.0),uv)*text_color;
#define _d col+=char(vec2(66804.0,665758.0),uv)*text_color;
#define _e col+=char(vec2(228.0,772124.0),uv)*text_color;
#define _f col+=char(vec2(401543.0,1115152.0),uv)*text_color;
#define _g col+=char(vec2(244.0,665474.0),uv)*text_color;
#define _h col+=char(vec2(1065444.0,665762.0),uv)*text_color;
#define _i col+=char(vec2(262209.0,33292.0),uv)*text_color;
#define _j col+=char(vec2(131168.0,1066252.0),uv)*text_color;
#define _k col+=char(vec2(1065253.0,199204.0),uv)*text_color;
#define _l col+=char(vec2(266305.0,33292.0),uv)*text_color;
#define _m col+=char(vec2(421.0,698530.0),uv)*text_color;
#define _n col+=char(vec2(452.0,1198372.0),uv)*text_color;
#define _o col+=char(vec2(228.0,665756.0),uv)*text_color;
#define _p col+=char(vec2(484.0,667424.0),uv)*text_color;
#define _q col+=char(vec2(244.0,665474.0),uv)*text_color;
#define _r col+=char(vec2(354.0,590904.0),uv)*text_color;
#define _s col+=char(vec2(228.0,114844.0),uv)*text_color;
#define _t col+=char(vec2(8674.0,66824.0),uv)*text_color;
#define _u col+=char(vec2(292.0,1198868.0),uv)*text_color;
#define _v col+=char(vec2(276.0,664840.0),uv)*text_color;
#define _w col+=char(vec2(276.0,700308.0),uv)*text_color;
#define _x col+=char(vec2(292.0,1149220.0),uv)*text_color;
#define _y col+=char(vec2(292.0,1163824.0),uv)*text_color;
#define _z col+=char(vec2(480.0,1148988.0),uv)*text_color;
#define _lpa col+=char(vec2(401542.0,66572.0),uv)*text_color;
#define _bar col+=char(vec2(266304.0,33288.0),uv)*text_color;
#define _rpa col+=char(vec2(788512.0,1589528.0),uv)*text_color;
#define _tid col+=char(vec2(675840.0,0.0),uv)*text_color;
#define _lar col+=char(vec2(8387.0,1147904.0),uv)*text_color;
#define _nl print_pos = start_pos - vec2(0,CHAR_SPACING.y);
//Extracts bit b from the given number.
float extract_bit(float n, float b)
{
b = clamp(b,-1.0,22.0);
return floor(mod(floor(n / pow(2.0,floor(b))),2.0));
}
//Returns the pixel at uv in the given bit-packed sprite.
float sprite(vec2 spr, vec2 size, vec2 uv)
{
uv = floor(uv);
float bit = (size.x-uv.x-1.0) + uv.y * size.x;
bool bounds = all(greaterThanEqual(uv,vec2(0)))&& all(lessThan(uv,size));
return bounds ? extract_bit(spr.x, bit - 21.0) + extract_bit(spr.y, bit) : 0.0;
}
//Prints a character and moves the print position forward by 1 character width.
vec3 char(vec2 ch, vec2 uv)
{
float px = sprite(ch, CHAR_SIZE, uv - print_pos);
print_pos.x += CHAR_SPACING.x;
print_pos.y += sin(4.*print_pos.x-time*10.);
return vec3(px);
}
vec3 Text(vec2 uv)
{
vec3 col = vec3(0.0);
vec2 center_pos = vec2(resolution.x/2.0 - STRWIDTH(20.0)/2.0,resolution.y/2.0 - STRHEIGHT(1.0)/2.0);
BEGIN_TEXT(center_pos.x,center_pos.y)
HEX(0x00ffFF) _ _ _w _a _t _e _r _ _;
BEGIN_TEXT(resolution.x/2.0-STRWIDTH(11.0)/2.0,resolution.y/2.0)
print_pos += vec2(cos(time)*96.,sin(time)*96.);
// RGB(1,0,0) _M RGB(1,.5,0)_o RGB(1,1,0)_v RGB(0,1,0)_i RGB(0,.5,1)_n RGB(0.5,0,1)_g _ RGB(1,0,0)_T RGB(1,.5,0)_e RGB(1,1,0)_x RGB(0,1,0)_t
return col;
}
void main( void )
{
vec2 uv = gl_FragCoord.xy;
vec2 duv = floor(gl_FragCoord.xy);
vec3 pixel = Text(duv);
vec3 col = pixel*0.9+0.1;
col *= (1.-distance(mod(uv,vec2(1.0)),vec2(0.65)))*1.2;
gl_FragColor = vec4(vec3(col), 1.0);
}

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@ -0,0 +1,108 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 resolution;
#define iTime time * 0.01 + 10.0
#define iResolution resolution
#define fragCoord gl_FragCoord
#define fragColor gl_FragColor
float colormap_red(float x) {
if (x < 0.0) {
return 54.0 / 255.0;
} else if (x < 20049.0 / 82979.0) {
return (829.79 * x + 54.51) / 255.0;
} else {
return 1.0;
}
}
float colormap_green(float x) {
if (x < 20049.0 / 82979.0) {
return 0.0;
} else if (x < 327013.0 / 810990.0) {
return (8546482679670.0 / 10875673217.0 * x - 2064961390770.0 / 10875673217.0) / 255.0;
} else if (x <= 1.0) {
return (103806720.0 / 483977.0 * x + 19607415.0 / 483977.0) / 255.0;
} else {
return 1.0;
}
}
float colormap_blue(float x) {
if (x < 0.0) {
return 54.0 / 255.0;
} else if (x < 7249.0 / 82979.0) {
return (829.79 * x + 54.51) / 255.0;
} else if (x < 20049.0 / 82979.0) {
return 127.0 / 255.0;
} else if (x < 327013.0 / 810990.0) {
return (792.02249341361393720147485376583 * x - 64.364790735602331034989206222672) / 255.0;
} else {
return 1.0;
}
}
vec4 colormap(float x) {
return vec4(colormap_red(x), colormap_green(x), colormap_blue(x), 1.0);
}
// https://iquilezles.org/articles/warp
/*float noise( in vec2 x )
{
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float a = textureLod(iChannel0,(p+vec2(0.5,0.5))/256.0,0.0).x;
float b = textureLod(iChannel0,(p+vec2(1.5,0.5))/256.0,0.0).x;
float c = textureLod(iChannel0,(p+vec2(0.5,1.5))/256.0,0.0).x;
float d = textureLod(iChannel0,(p+vec2(1.5,1.5))/256.0,0.0).x;
return mix(mix( a, b,f.x), mix( c, d,f.x),f.y);
}*/
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(vec2 p){
vec2 ip = floor(p);
vec2 u = fract(p);
u = u*u*(3.0-2.0*u);
float res = mix(
mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
return res*res;
}
const mat2 mtx = mat2( 0.80, 0.60, -0.60, 0.80 );
float fbm( vec2 p )
{
float f = 0.0;
f += 0.500000*noise( p + iTime ); p = mtx*p*2.02;
f += 0.031250*noise( p ); p = mtx*p*2.01;
f += 0.250000*noise( p ); p = mtx*p*2.03;
f += 0.125000*noise( p ); p = mtx*p*2.01;
f += 0.062500*noise( p ); p = mtx*p*2.04;
f += 0.015625*noise( p + sin(iTime) );
return f/0.96875;
}
float pattern( in vec2 p )
{
return fbm( p + fbm( p + fbm( p ) ) );
}
void main()
{
vec2 uv = fragCoord.xy/iResolution.x;
float shade = pattern(uv);
fragColor = vec4(colormap(shade).rgb, shade);
}

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@ -12,6 +12,7 @@ in
{
imports = [
# Import desktop environment modules
./background/glpaper/default.nix
./bar/waybar.nix
./lock-screen/waylock.nix
./window-manager/river.nix

View File

@ -36,15 +36,17 @@ in
# Kill rivertile
PATH="${pkgs.procps}/bin:$PATH" $DRY_RUN_CMD pkill rivertile
# Kill glpaper
PATH="${pkgs.procps}/bin:$PATH" $DRY_RUN_CMD pkill glpaper
# Restart river
PATH="${pkgs.river}/bin:$PATH" $DRY_RUN_CMD ~/.config/river/init
PATH="${pkgs.river}/bin:${pkgs.systemd}/bin:$PATH" $DRY_RUN_CMD ~/.config/river/init
'';
};
# River setup
wayland.windowManager.river = {
enable = true;
systemd.enable = false;
xwayland.enable = true;
settings =
let
@ -96,6 +98,7 @@ in
spawn = [
"\"${layout} ${layoutOptions}\""
"waybar"
"\"glpaper eDP-1 ${toString config.modules.glpaper.shader}\""
];
map = (
lib.attrsets.recursiveUpdate

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@ -1 +0,0 @@
@colors@

View File

@ -22,6 +22,14 @@ in
nixd
];
# Add nix tree
xdg.desktopEntries.nix-tree = {
exec = "${pkgs.nix-tree}/bin/nix-tree";
name = "Nix Tree";
terminal = true;
type = "Application";
};
# VSCode configuration
programs.vscode = {
extensions = with pkgs.vscode-extensions; [ jnoortheen.nix-ide ];

View File

@ -17,6 +17,7 @@ in
config = mkIf cfg.enable {
programs.rofi = {
enable = true;
terminal = config.default.terminal;
package = pkgs.rofi-wayland;
font = "${theme.fonts.monospace.name} ${toString theme.fonts.monospace.recommendedSize}";
theme =

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@ -0,0 +1,14 @@
{
lib,
config,
pkgs,
...
}:
with lib;
{
options.default.terminal = mkOption {
type = types.str;
description = "Default terminal application";
};
}

View File

@ -13,6 +13,8 @@ in
options.modules.foot.enable = mkEnableOption "foot";
config = mkIf cfg.enable {
default.terminal = mkDefault "${pkgs.foot}/bin/foot";
programs.foot = {
enable = true;
settings = {

View File

@ -99,8 +99,9 @@ in
{
imports = [
# Import all themes
./themes/gruvbox.nix
./themes/catppuccin.nix
./themes/gruvbox.nix
./themes/sakura.nix
];
options.modules.theming.enable = mkEnableOption "theming";
@ -166,7 +167,7 @@ in
};
accent = mkOption {
type = types.str;
default = colors.base0D;
default = colors.base0E;
};
border-focused = mkOption {
type = types.str;

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@ -0,0 +1,23 @@
{
config,
lib,
pkgs,
...
}:
with lib;
let
cfg = config.theming.themes.sakura;
in
{
options = {
theming.themes.sakura = {
enable = mkEnableOption "sakura";
};
};
config.theming = mkIf cfg.enable {
darkMode = false;
colorScheme = "${pkgs.base16-schemes}/share/themes/sakura.yaml";
};
}

View File

@ -13,6 +13,7 @@
river.enable = true;
waylock.enable = true;
waybar.enable = true;
glpaper.enable = true;
# Theming
theming.enable = true;
@ -27,7 +28,10 @@
fish.enable = true;
winbox.enable = true;
discord.enable = true;
qutebrowser.enable = true;
qutebrowser = {
enable = true;
default = true;
};
neovim.enable = true;
rofi-rbw.enable = true;
@ -54,9 +58,10 @@
# Color scheme
themes.catppuccin = {
enable = true;
flavor = "frappe";
enable = false;
flavor = "latte";
};
themes.sakura.enable = true;
};
# TODO: Remove everything below, it is here out of convenience and should be elsewhere