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;
in
''
[display]
name="${displayName}"
horizontal=${builtins.toString displayConfig.horizontal}
vertical=${builtins.toString displayConfig.vertical}
tps=${builtins.toString displayConfig.tps}
state_frag="${state}"
init_frag="${init}"
display_frag="${display}"
cycles=${builtins.toString displayConfig.cycles}
frames_per_tick=${builtins.toString displayConfig.frames_per_tick}
''
[display]
name="${displayName}"
horizontal=${builtins.toString displayConfig.horizontal}
vertical=${builtins.toString displayConfig.vertical}
tps=${builtins.toString displayConfig.tps}
state_frag="${state}"
init_frag="${init}"
display_frag="${display}"
cycles=${builtins.toString displayConfig.cycles}
frames_per_tick=${builtins.toString displayConfig.frames_per_tick}
''
)
cfg.configurations;
in
@ -79,94 +79,94 @@ in
vertical = 144;
tps = 30;
init = ''
#version 310 es
precision highp float;
#version 310 es
precision highp float;
uniform float time;
uniform vec2 resolution;
uniform float time;
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){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
}
float gold_noise(in vec2 xy, in float seed){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
}
void main( void ) {
void main( void ) {
vec2 position = gl_FragCoord.xy;
float color = gold_noise(position.xy, fract(time));
vec2 position = gl_FragCoord.xy;
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 = ''
#version 310 es
precision highp float;
#version 310 es
precision highp float;
uniform sampler2D state;
uniform vec2 scale;
uniform sampler2D state;
uniform vec2 scale;
out vec4 stateColor;
out vec4 stateColor;
vec4 get(int x, int y) {
return texture(state, (gl_FragCoord.xy + vec2(x, y)) / scale);
}
vec4 get(int x, int y) {
return texture(state, (gl_FragCoord.xy + vec2(x, y)) / scale);
}
void main() {
int sum = int(get(-1, -1).r +
get(-1, 0).r +
get(-1, 1).r +
get( 0, -1).r +
get( 0, 1).r +
get( 1, -1).r +
get( 1, 0).r +
get( 1, 1).r);
vec4 current = get(0,0);
if (sum == 3) {
stateColor.r = 1.0;
stateColor.g = 1.0;
} else if (sum == 2) {
stateColor = current;
if (current.r == 0.0) {
stateColor.g = max(current.g - 0.01, 0.0);
}
} else {
stateColor = vec4(0.0, max(current.g - 0.01, 0.0), 0.0, 1.0);
}
void main() {
int sum = int(get(-1, -1).r +
get(-1, 0).r +
get(-1, 1).r +
get( 0, -1).r +
get( 0, 1).r +
get( 1, -1).r +
get( 1, 0).r +
get( 1, 1).r);
vec4 current = get(0,0);
if (sum == 3) {
stateColor.r = 1.0;
stateColor.g = 1.0;
} else if (sum == 2) {
stateColor = current;
if (current.r == 0.0) {
stateColor.g = max(current.g - 0.01, 0.0);
}
} else {
stateColor = vec4(0.0, max(current.g - 0.01, 0.0), 0.0, 1.0);
}
}'';
}'';
display = ''
#version 310 es
precision highp float;
#version 310 es
precision highp float;
uniform sampler2D tex2D;
uniform sampler2D old2D;
uniform ivec2 resolution;
uniform float frame_part;
uniform sampler2D tex2D;
uniform sampler2D old2D;
uniform ivec2 resolution;
uniform float frame_part;
in highp vec2 texCoords;
out vec4 stateColor;
in highp vec2 texCoords;
out vec4 stateColor;
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 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
void main() {
vec2 canvasSize = vec2(textureSize(tex2D, 0));
vec4 state = texture(tex2D, texCoords);
vec4 ostate = texture(old2D, texCoords);
void main() {
vec2 canvasSize = vec2(textureSize(tex2D, 0));
vec4 state = texture(tex2D, texCoords);
vec4 ostate = texture(old2D, texCoords);
vec2 localCoords = fract(gl_FragCoord.xy / vec2(resolution) * canvasSize);
localCoords = localCoords - 0.5;
float dist = sqrt(dot(localCoords, localCoords));
vec2 localCoords = fract(gl_FragCoord.xy / vec2(resolution) * canvasSize);
localCoords = localCoords - 0.5;
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 mask = 1.0 - step(size, dist);
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 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);
}'';
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);
}'';
cycles = 2500;
frames_per_tick = 1;
};
@ -178,11 +178,7 @@ in
wayland.windowManager.hyprland.settings.exec-once = lib.mkIf cfg.hyprland (
lib.mapAttrsToList
(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
);
}