format automapaper

This commit is contained in:
Noa Aarts 2024-06-05 19:34:04 +02:00
parent dfdffa3c93
commit 4b580a4f29

View file

@ -57,17 +57,17 @@ in
display = builtins.toFile "display.frag" displayConfig.display; display = builtins.toFile "display.frag" displayConfig.display;
in in
'' ''
[display] [display]
name="${displayName}" name="${displayName}"
horizontal=${builtins.toString displayConfig.horizontal} horizontal=${builtins.toString displayConfig.horizontal}
vertical=${builtins.toString displayConfig.vertical} vertical=${builtins.toString displayConfig.vertical}
tps=${builtins.toString displayConfig.tps} tps=${builtins.toString displayConfig.tps}
state_frag="${state}" state_frag="${state}"
init_frag="${init}" init_frag="${init}"
display_frag="${display}" display_frag="${display}"
cycles=${builtins.toString displayConfig.cycles} cycles=${builtins.toString displayConfig.cycles}
frames_per_tick=${builtins.toString displayConfig.frames_per_tick} frames_per_tick=${builtins.toString displayConfig.frames_per_tick}
'' ''
) )
cfg.configurations; cfg.configurations;
in in
@ -79,94 +79,94 @@ in
vertical = 144; vertical = 144;
tps = 30; tps = 30;
init = '' init = ''
#version 310 es #version 310 es
precision highp float; precision highp float;
uniform float time; uniform float time;
uniform vec2 resolution; uniform vec2 resolution;
out vec4 stateColor; out vec4 stateColor;
float PHI = 1.61803398874989484820459; // Φ = Golden Ratio float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
float gold_noise(in vec2 xy, in float seed){ float gold_noise(in vec2 xy, in float seed){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x); return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
} }
void main( void ) { void main( void ) {
vec2 position = gl_FragCoord.xy; vec2 position = gl_FragCoord.xy;
float color = gold_noise(position.xy, fract(time)); float color = gold_noise(position.xy, fract(time));
stateColor = vec4(step(0.3, color), 0,0,step(0.3, color)); stateColor = vec4(step(0.3, color), 0,0,step(0.3, color));
}''; }'';
state = '' state = ''
#version 310 es #version 310 es
precision highp float; precision highp float;
uniform sampler2D state; uniform sampler2D state;
uniform vec2 scale; uniform vec2 scale;
out vec4 stateColor; out vec4 stateColor;
vec4 get(int x, int y) { vec4 get(int x, int y) {
return texture(state, (gl_FragCoord.xy + vec2(x, y)) / scale); return texture(state, (gl_FragCoord.xy + vec2(x, y)) / scale);
} }
void main() { void main() {
int sum = int(get(-1, -1).r + int sum = int(get(-1, -1).r +
get(-1, 0).r + get(-1, 0).r +
get(-1, 1).r + get(-1, 1).r +
get( 0, -1).r + get( 0, -1).r +
get( 0, 1).r + get( 0, 1).r +
get( 1, -1).r + get( 1, -1).r +
get( 1, 0).r + get( 1, 0).r +
get( 1, 1).r); get( 1, 1).r);
vec4 current = get(0,0); vec4 current = get(0,0);
if (sum == 3) { if (sum == 3) {
stateColor.r = 1.0; stateColor.r = 1.0;
stateColor.g = 1.0; stateColor.g = 1.0;
} else if (sum == 2) { } else if (sum == 2) {
stateColor = current; stateColor = current;
if (current.r == 0.0) { if (current.r == 0.0) {
stateColor.g = max(current.g - 0.01, 0.0); stateColor.g = max(current.g - 0.01, 0.0);
} }
} else { } else {
stateColor = vec4(0.0, max(current.g - 0.01, 0.0), 0.0, 1.0); stateColor = vec4(0.0, max(current.g - 0.01, 0.0), 0.0, 1.0);
} }
}''; }'';
display = '' display = ''
#version 310 es #version 310 es
precision highp float; precision highp float;
uniform sampler2D tex2D; uniform sampler2D tex2D;
uniform sampler2D old2D; uniform sampler2D old2D;
uniform ivec2 resolution; uniform ivec2 resolution;
uniform float frame_part; uniform float frame_part;
in highp vec2 texCoords; in highp vec2 texCoords;
out vec4 stateColor; out vec4 stateColor;
const vec4 bgColor = vec4(38.0/255.0, 5.0/255.0, 46.0/255.0, 1.0); // #26052e const vec4 bgColor = vec4(38.0/255.0, 5.0/255.0, 46.0/255.0, 1.0); // #26052e
const vec4 fgColor = vec4(148.0/255.0, 15.0/255.0, 173.0/255.0, 1.0); // #950fad const vec4 fgColor = vec4(148.0/255.0, 15.0/255.0, 173.0/255.0, 1.0); // #950fad
void main() { void main() {
vec2 canvasSize = vec2(textureSize(tex2D, 0)); vec2 canvasSize = vec2(textureSize(tex2D, 0));
vec4 state = texture(tex2D, texCoords); vec4 state = texture(tex2D, texCoords);
vec4 ostate = texture(old2D, texCoords); vec4 ostate = texture(old2D, texCoords);
vec2 localCoords = fract(gl_FragCoord.xy / vec2(resolution) * canvasSize); vec2 localCoords = fract(gl_FragCoord.xy / vec2(resolution) * canvasSize);
localCoords = localCoords - 0.5; localCoords = localCoords - 0.5;
float dist = sqrt(dot(localCoords, localCoords)); float dist = sqrt(dot(localCoords, localCoords));
float size = smoothstep(0.0, 1.0, pow(mix(ostate.g,state.g, frame_part), 3.0)) * 0.35; float size = smoothstep(0.0, 1.0, pow(mix(ostate.g,state.g, frame_part), 3.0)) * 0.35;
float mask = 1.0 - step(size, dist); float mask = 1.0 - step(size, dist);
float brightness = mix(ostate.r,state.r, frame_part) + 0.2 * pow(mix(ostate.g,state.g, frame_part), 3.0); float brightness = mix(ostate.r,state.r, frame_part) + 0.2 * pow(mix(ostate.g,state.g, frame_part), 3.0);
stateColor = mix(bgColor, fgColor, brightness * mask); stateColor = mix(bgColor, fgColor, brightness * mask);
}''; }'';
cycles = 2500; cycles = 2500;
frames_per_tick = 1; frames_per_tick = 1;
}; };
@ -178,11 +178,7 @@ in
wayland.windowManager.hyprland.settings.exec-once = lib.mkIf cfg.hyprland ( wayland.windowManager.hyprland.settings.exec-once = lib.mkIf cfg.hyprland (
lib.mapAttrsToList lib.mapAttrsToList
(name: config: (name: config:
"${ "${inputs.automapaper.packages.${pkgs.system}.default}/bin/automapaper -C ${builtins.toFile "${name}.toml" config}")
inputs.automapaper.packages.${pkgs.system}.default
}/bin/automapaper -C ${
builtins.toFile "${name}.toml" config
}")
displays displays
); );
} }