bitzdots
gitlabLean Hyprland dotfiles with automatic matugen theming. Low-end optimized, full-stack auto-coloring, 26 Jinja2 templates. Rofi-powered menus, waybar modules, screenshot/recording, event-driven cache daemon.
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https://gitlab.com/bitzzdev/bitzdots.gitarchlinuxdotfileshyprlandhyprland-dotfileslow-endminimalricingwallustwaybarwayland
#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 suniform int bar_width; // bar width (configurable), not used hereuniform 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 coloruniform vec3 fg_color; // foreground coloruniform 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 radiusfloat sr = pow(ur, e); // spiral radiusfloat a = round(sr) * n * TAU; // arcvec2 xy = CS(a + ro) * ur; // xy coordsfloat l = PT(u - xy, w); // linefloat s = mod(sr + 0.5, 1.0); // gradient smooths = min(s, 1.0 - s); // darken filterreturn 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, ±1yif (m.z > 0.0)t += m.y * SCALE; // move time with mouse yfloat 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 exponentvec3 bg = vec3(0); // black backgroundfloat aa = 3.0; // anti-aliasingfor (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 zoomif (m.z > 0.0)uv =exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponentfloat px = length(fwidth(uv)); // pixel widthfloat x = uv.x; // every pixel on xfloat y = uv.y; // every pixel on yfloat l = length(uv); // hypot of xy: sqrt(x*x+y*y)float mc = (x * x + y * y - 1.0) / y; // metallic circle at xyfloat g = min(abs(mc), 1.0 / abs(mc)); // gradientvec3 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 widthfloat d = 0.4; // shadow depthc = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallicc = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d,false)); // tangentc = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d,false)); // sqrt cotangentc = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d,true)); // sqrt circlesc += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1ac += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1bc +=rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2ac += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2bc = max(c, 0.0); // clear negative colorc += pow(max(1.0 - l, 0.0), 3.0 / z); // center glowif (m.z > 0.0) // display grid on click{vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy gridc.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);}