these are no longer in use
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# this is the config for Automapaper
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# you need one for each display you want the wallpaper on
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[display]
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# name of the display in wayland
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name="DP-3"
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# the horizontal cell amount to simulate
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horizontal=256
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# the vertical cell amount to simulate
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vertical=144
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# target simulation ticks per second
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tps=30
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# automaton shader
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# this has access to the previous state, which is a (horizontal, vertical) sized texture2D that uses rgba float values
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state_frag="/home/noa/.config/automapaper/state.frag"
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# initial state / reset shader
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# this has access to the resolution, and the time since the program was started
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init_frag="/home/noa/.config/automapaper/init.frag"
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# scaling/display shader
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# this has access to the current and previous state to display
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display_frag="/home/noa/.config/automapaper/display.frag"
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# the amount of cycles before the init_frag shader reruns
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cycles=2500
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# the amount of frames to display per state tick
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frames_per_tick=1
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# this is the config for Automapaper
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[display]
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# name of the display in wayland
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name = "DP-2"
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# the horizontal cell amount to simulate
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horizontal = 256
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# the vertical cell amount to simulate
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vertical = 144
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# target simulation ticks per second
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tps = 30
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# automaton shader
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# this has access to the previous state, which is a (horizontal, vertical) sized texture2D that uses the rgba values
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state_frag="/home/noa/.config/automapaper/state.frag"
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# initial state / reset shader
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# this has access to the resolution, and the time since the program was started
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init_frag="/home/noa/.config/automapaper/init.frag"
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# scaling/display shader
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# this has access to the current and previous state to display
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display_frag="/home/noa/.config/automapaper/display.frag"
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# the amount of cycles before the init_frag shader reruns
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cycles = 2500
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# the amount of frames to display per state tick
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frames_per_tick = 1
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#version 310 es
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precision highp float;
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uniform sampler2D tex2D;
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uniform sampler2D old2D;
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uniform ivec2 resolution;
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uniform float frame_part;
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in highp vec2 texCoords;
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out vec4 stateColor;
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const vec4 bgColor = vec4(38.0/255.0, 5.0/255.0, 46.0/255.0, 1.0); // #26052e
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const vec4 fgColor = vec4(148.0/255.0, 15.0/255.0, 173.0/255.0, 1.0); // #950fad
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void main() {
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vec2 canvasSize = vec2(textureSize(tex2D, 0));
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vec4 state = texture(tex2D, texCoords);
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vec4 ostate = texture(old2D, texCoords);
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vec2 localCoords = fract(gl_FragCoord.xy / vec2(resolution) * canvasSize);
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localCoords = localCoords - 0.5;
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float dist = sqrt(dot(localCoords, localCoords));
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float size = smoothstep(0.0, 1.0, pow(mix(ostate.g,state.g, frame_part), 3.0)) * 0.35;
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float mask = 1.0 - step(size, dist);
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float brightness = mix(ostate.r,state.r, frame_part) + 0.2 * pow(mix(ostate.g,state.g, frame_part), 3.0);
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stateColor = mix(bgColor, fgColor, brightness * mask);
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}
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#version 310 es
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precision highp float;
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uniform float time;
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uniform vec2 resolution;
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out vec4 stateColor;
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float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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float gold_noise(in vec2 xy, in float seed){
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return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
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}
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void main( void ) {
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vec2 position = gl_FragCoord.xy;
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float color = gold_noise(position.xy, fract(time));
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stateColor = vec4(step(0.3, color), 0,0,step(0.3, color));
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}
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#version 310 es
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precision highp float;
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uniform sampler2D state;
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uniform vec2 scale;
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out vec4 stateColor;
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vec4 get(int x, int y) {
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return texture(state, (gl_FragCoord.xy + vec2(x, y)) / scale);
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}
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void main() {
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int sum = int(get(-1, -1).r +
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get(-1, 0).r +
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get(-1, 1).r +
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get( 0, -1).r +
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get( 0, 1).r +
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get( 1, -1).r +
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get( 1, 0).r +
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get( 1, 1).r);
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vec4 current = get(0,0);
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if (sum == 3) {
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stateColor.r = 1.0;
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stateColor.g = 1.0;
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} else if (sum == 2) {
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stateColor = current;
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if (current.r == 0.0) {
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stateColor.g = max(current.g - 0.01, 0.0);
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}
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} else {
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stateColor = vec4(0.0, max(current.g - 0.01, 0.0), 0.0, 1.0);
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}
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}
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