diff --git a/alacritty/.config/alacritty/alacritty.toml b/alacritty/.config/alacritty/alacritty.toml
index 98cda54..bc3dc67 100644
--- a/alacritty/.config/alacritty/alacritty.toml
+++ b/alacritty/.config/alacritty/alacritty.toml
@@ -1,4 +1,3 @@
-
[cursor]
blink_interval = 750
thickness = 0.2
@@ -81,3 +80,4 @@ white = "#e2e8f0"
# # "~/.config/alacritty/themes/themes/wombat.toml"
# # "~/.config/alacritty/themes/themes/catppuccin_macchiato.toml"
# ]
+
diff --git a/cava/.config/cava/shaders/bar_spectrum.frag b/cava/.config/cava/shaders/bar_spectrum.frag
new file mode 100644
index 0000000..473301c
--- /dev/null
+++ b/cava/.config/cava/shaders/bar_spectrum.frag
@@ -0,0 +1,73 @@
+#version 330
+
+in vec2 fragCoord;
+out vec4 fragColor;
+
+// bar values. defaults to left channels first (low to high), then right (high to low).
+uniform float bars[512];
+
+uniform int bars_count; // number of bars (left + right) (configurable)
+uniform int bar_width; // bar width (configurable), not used here
+uniform int bar_spacing; // space between 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 color
+uniform vec3 fg_color; // foreground color
+
+uniform int gradient_count;
+uniform vec3 gradient_colors[8]; // gradient colors
+
+uniform float shader_time; // shader execution time s (not used here)
+
+uniform sampler2D inputTexture; // Texture from the last render pass (not used here)
+
+vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
+ // create color based on fraction of this color and next color
+ float yr = (y - y_min) / (y_max - y_min);
+ return col_1 * (1.0 - yr) + col_2 * yr;
+}
+
+void main() {
+ // find which bar to use based on where we are on the x axis
+ float x = u_resolution.x * fragCoord.x;
+ int bar = int(bars_count * fragCoord.x);
+
+ // calculate a bar size
+ float bar_size = u_resolution.x / bars_count;
+
+ // the y coordinate and bar values are the same
+ float y = bars[bar];
+
+ // make sure there is a thin line at bottom
+ if (y * u_resolution.y < 1.0) {
+ y = 1.0 / u_resolution.y;
+ }
+
+ // draw the bar up to current height
+ if (y > fragCoord.y) {
+ // make some space between bars basen on settings
+ if (x > (bar + 1) * (bar_size)-bar_spacing) {
+ fragColor = vec4(bg_color, 1.0);
+ } else {
+ if (gradient_count == 0) {
+ fragColor = vec4(fg_color, 1.0);
+ } else {
+ // find which color in the configured gradient we are at
+ int color = int((gradient_count - 1) * fragCoord.y);
+
+ // find where on y this and next color is supposed to be
+ float y_min = color / (gradient_count - 1.0);
+ float y_max = (color + 1.0) / (gradient_count - 1.0);
+
+ // make color
+ fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color],
+ gradient_colors[color + 1], y_min, y_max),
+ 1.0);
+ }
+ }
+ } else {
+ fragColor = vec4(bg_color, 1.0);
+ }
+}
diff --git a/cava/.config/cava/shaders/eye_of_phi.frag b/cava/.config/cava/shaders/eye_of_phi.frag
new file mode 100644
index 0000000..b66b607
--- /dev/null
+++ b/cava/.config/cava/shaders/eye_of_phi.frag
@@ -0,0 +1,117 @@
+#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 s
+uniform int bar_width; // bar width (configurable), not used here
+uniform int bar_spacing; // space between 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 color
+uniform vec3 fg_color; // foreground color
+
+uniform 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 radius
+ float sr = pow(ur, e); // spiral radius
+ float a = round(sr) * n * TAU; // arc
+ vec2 xy = CS(a + ro) * ur; // xy coords
+ float l = PT(u - xy, w); // line
+ float s = mod(sr + 0.5, 1.0); // gradient smooth
+ s = min(s, 1.0 - s); // darken filter
+ return 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, ±1y
+ if (m.z > 0.0)
+ t += m.y * SCALE; // move time with mouse y
+ float 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 exponent
+ vec3 bg = vec3(0); // black background
+
+ float aa = 3.0; // anti-aliasing
+
+ for (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 zoom
+ if (m.z > 0.0)
+ uv =
+ exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent
+
+ float px = length(fwidth(uv)); // pixel width
+ float x = uv.x; // every pixel on x
+ float y = uv.y; // every pixel on y
+ float l = length(uv); // hypot of xy: sqrt(x*x+y*y)
+
+ float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy
+ float g = min(abs(mc), 1.0 / abs(mc)); // gradient
+ vec3 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 width
+ float d = 0.4; // shadow depth
+ c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic
+ c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d,
+ false)); // tangent
+ c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d,
+ false)); // sqrt cotangent
+ c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d,
+ true)); // sqrt circles
+
+ c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a
+ c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b
+ c +=
+ rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a
+ c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b
+ c = max(c, 0.0); // clear negative color
+
+ c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow
+
+ if (m.z > 0.0) // display grid on click
+ {
+ vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid
+ c.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);
+}
diff --git a/cava/.config/cava/shaders/northern_lights.frag b/cava/.config/cava/shaders/northern_lights.frag
new file mode 100644
index 0000000..ecd859a
--- /dev/null
+++ b/cava/.config/cava/shaders/northern_lights.frag
@@ -0,0 +1,34 @@
+#version 330
+
+in vec2 fragCoord;
+out vec4 fragColor;
+
+// bar values. defaults to left channels first (low to high), then right (high to low).
+uniform float bars[512];
+
+uniform int bars_count; // number of bars (left + right) (configurable)
+
+uniform vec3 u_resolution; // window resolution, not used here
+
+//colors, configurable in cava config file
+uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
+uniform vec3 fg_color; // foreground color, not used here
+
+void main()
+{
+ // find which bar to use based on where we are on the x axis
+ int bar = int(bars_count * fragCoord.x);
+
+ float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
+ float y = (bars[bar]) * bar_y;
+
+ float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
+ float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
+
+ bar_r = bar_r * bar_r * 2;
+
+ // set color
+ fragColor.r = fg_color.x * y * bar_r;
+ fragColor.g = fg_color.y * y * bar_r;
+ fragColor.b = fg_color.z * y * bar_r;
+}
diff --git a/cava/.config/cava/shaders/pass_through.vert b/cava/.config/cava/shaders/pass_through.vert
new file mode 100644
index 0000000..a4f20e5
--- /dev/null
+++ b/cava/.config/cava/shaders/pass_through.vert
@@ -0,0 +1,14 @@
+#version 330
+
+
+// Input vertex data, different for all executions of this shader.
+layout(location = 0) in vec3 vertexPosition_modelspace;
+
+// Output data ; will be interpolated for each fragment.
+out vec2 fragCoord;
+
+void main()
+{
+ gl_Position = vec4(vertexPosition_modelspace,1);
+ fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
+}
diff --git a/cava/.config/cava/shaders/spectrogram.frag b/cava/.config/cava/shaders/spectrogram.frag
new file mode 100644
index 0000000..18afbe3
--- /dev/null
+++ b/cava/.config/cava/shaders/spectrogram.frag
@@ -0,0 +1,53 @@
+#version 330
+
+in vec2 fragCoord;
+out vec4 fragColor;
+
+// bar values. defaults to left channels first (low to high), then right (high
+// to low).
+uniform float bars[512];
+
+uniform int bars_count; // number of bars (left + right) (configurable)
+uniform int bar_width; // bar width (configurable), not used here
+uniform int bar_spacing; // space between 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 color
+uniform vec3 fg_color; // foreground color
+
+uniform int gradient_count;
+uniform vec3 gradient_colors[8]; // gradient colors
+
+uniform sampler2D inputTexture; // Texture from the last render pass
+
+vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
+ // create color based on fraction of this color and next color
+ float yr = (y - y_min) / (y_max - y_min);
+ return col_1 * (1.0 - yr) + col_2 * yr;
+}
+
+void main() {
+ // find which bar to use based on where we are on the y axis
+ int bar = int(bars_count * fragCoord.y);
+ float y = bars[bar];
+ float band_size = 1.0 / float(bars_count);
+ float current_band_min = bar * band_size;
+ float current_band_max = (bar + 1) * band_size;
+
+ int hist_length = 512;
+ float win_size = 1.0 / hist_length;
+
+ if (fragCoord.x > 1.0 - win_size) {
+
+ if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) {
+
+ fragColor = vec4(fg_color * y, 1.0);
+ }
+ } else {
+ vec2 offsetCoord = fragCoord;
+ offsetCoord.x += float(win_size);
+ fragColor = texture(inputTexture, offsetCoord);
+ }
+}
diff --git a/cava/.config/cava/shaders/winamp_line_style_spectrum.frag b/cava/.config/cava/shaders/winamp_line_style_spectrum.frag
new file mode 100644
index 0000000..3bcc24a
--- /dev/null
+++ b/cava/.config/cava/shaders/winamp_line_style_spectrum.frag
@@ -0,0 +1,112 @@
+#version 330
+
+// Emulate the "line style" spectrum analyzer from Winamp 2.
+// Try this config for a demonstration:
+
+/*
+[general]
+bar_width = 2
+bar_spacing = 0
+higher_cutoff_freq = 22000
+
+[output]
+method = sdl_glsl
+channels = mono
+fragment_shader = winamp_line_style_spectrum.frag
+
+[color]
+background = '#000000'
+gradient = 1
+gradient_color_1 = '#319C08'
+gradient_color_2 = '#29CE10'
+gradient_color_3 = '#BDDE29'
+gradient_color_4 = '#DEA518'
+gradient_color_5 = '#D66600'
+gradient_color_6 = '#CE2910'
+
+[smoothing]
+noise_reduction = 10
+*/
+
+in vec2 fragCoord;
+out vec4 fragColor;
+
+// bar values. defaults to left channels first (low to high), then right (high to low).
+uniform float bars[512];
+
+uniform int bars_count; // number of bars (left + right) (configurable)
+uniform int bar_width; // bar width (configurable), not used here
+uniform int bar_spacing; // space between 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 color
+uniform vec3 fg_color; // foreground color
+
+uniform int gradient_count;
+uniform vec3 gradient_colors[8]; // gradient colors
+
+vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
+{
+ //create color based on fraction of this color and next color
+ float yr = (y - y_min) / (y_max - y_min);
+ return col_1 * (1.0 - yr) + col_2 * yr;
+}
+
+void main()
+{
+ // find which bar to use based on where we are on the x axis
+ float x = u_resolution.x * fragCoord.x;
+ int bar = int(bars_count * fragCoord.x);
+
+ //calculate a bar size
+ float bar_size = u_resolution.x / bars_count;
+
+ //the y coordinate is stretched by 4X to resemble Winamp
+ float y = min(bars[bar] * 4.0, 1.0);
+
+ // make sure there is a thin line at bottom
+ if (y * u_resolution.y < 1.0)
+ {
+ y = 1.0 / u_resolution.y;
+ }
+
+ vec4 bar_color;
+
+ if (gradient_count == 0)
+ {
+ bar_color = vec4(fg_color,1.0);
+ }
+ else
+ {
+ //find color in the configured gradient for the top of the bar
+ int color = int((gradient_count - 1) * y);
+
+ //find where on y this and next color is supposed to be
+ float y_min = float(color) / (gradient_count - 1.0);
+ float y_max = float(color + 1) / (gradient_count - 1.0);
+
+ //make a solid color for the entire bar
+ bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0);
+ }
+
+
+ //draw the bar up to current height
+ if (y > fragCoord.y)
+ {
+ //make some space between bars based on settings
+ if (x > (bar + 1) * (bar_size) - bar_spacing)
+ {
+ fragColor = vec4(bg_color,1.0);
+ }
+ else
+ {
+ fragColor = bar_color;
+ }
+ }
+ else
+ {
+ fragColor = vec4(bg_color,1.0);
+ }
+}
diff --git a/cava/.config/cava/themes/solarized_dark b/cava/.config/cava/themes/solarized_dark
new file mode 100644
index 0000000..200057c
--- /dev/null
+++ b/cava/.config/cava/themes/solarized_dark
@@ -0,0 +1,15 @@
+[color]
+background = '#001e26'
+foreground = '#708183'
+
+gradient = 1
+gradient_color_1 = '#268bd2'
+gradient_color_2 = '#6c71c4'
+gradient_color_3 = '#cb4b16'
+
+horizontal_gradient = 1
+horizontal_gradient_color_1 = '#586e75'
+horizontal_gradient_color_2 = '#b58900'
+horizontal_gradient_color_3 = '#839496'
+
+blend_direction = 'up'
\ No newline at end of file
diff --git a/cava/.config/cava/themes/tricolor b/cava/.config/cava/themes/tricolor
new file mode 100644
index 0000000..b908137
--- /dev/null
+++ b/cava/.config/cava/themes/tricolor
@@ -0,0 +1,10 @@
+[color]
+horizontal_gradient = 1
+horizontal_gradient_color_1 = '#c45161'
+horizontal_gradient_color_2 = '#e094a0'
+horizontal_gradient_color_3 = '#f2b6c0'
+horizontal_gradient_color_4 = '#f2dde1'
+horizontal_gradient_color_5 = '#cbc7d8'
+horizontal_gradient_color_6 = '#8db7d2'
+horizontal_gradient_color_7 = '#5e62a9'
+horizontal_gradient_color_8 = '#434279'
\ No newline at end of file
diff --git a/htop/.config/htop/htoprc b/htop/.config/htop/htoprc
index 81ae875..2c65457 100644
--- a/htop/.config/htop/htoprc
+++ b/htop/.config/htop/htoprc
@@ -1,6 +1,6 @@
# Beware! This file is rewritten by htop when settings are changed in the interface.
# The parser is also very primitive, and not human-friendly.
-htop_version=3.3.0
+htop_version=3.4.1-3.4.1
config_reader_min_version=3
fields=0 48 17 18 38 39 40 2 46 47 49 1
hide_kernel_threads=1
@@ -27,6 +27,7 @@ show_cpu_usage=1
show_cpu_frequency=0
show_cpu_temperature=0
degree_fahrenheit=0
+show_cached_memory=1
update_process_names=0
account_guest_in_cpu_meter=0
color_scheme=0
@@ -40,18 +41,18 @@ column_meters_1=RightCPUs Tasks LoadAverage Uptime
column_meter_modes_1=1 2 2 2
tree_view=1
sort_key=46
-tree_sort_key=0
+tree_sort_key=46
sort_direction=-1
-tree_sort_direction=1
+tree_sort_direction=-1
tree_view_always_by_pid=0
all_branches_collapsed=0
screen:Main=PID USER PRIORITY NICE M_VIRT M_RESIDENT M_SHARE STATE PERCENT_CPU PERCENT_MEM TIME Command
.sort_key=PERCENT_CPU
-.tree_sort_key=PID
+.tree_sort_key=PERCENT_CPU
.tree_view_always_by_pid=0
.tree_view=1
.sort_direction=-1
-.tree_sort_direction=1
+.tree_sort_direction=-1
.all_branches_collapsed=0
screen:I/O=PID USER IO_PRIORITY IO_RATE IO_READ_RATE IO_WRITE_RATE PERCENT_SWAP_DELAY PERCENT_IO_DELAY Command
.sort_key=IO_RATE
diff --git a/hypr/.config/hypr/hyprpaper.conf b/hypr/.config/hypr/hyprpaper.conf
index 4271357..87add16 100644
--- a/hypr/.config/hypr/hyprpaper.conf
+++ b/hypr/.config/hypr/hyprpaper.conf
@@ -11,7 +11,8 @@ wallpaper {
wallpaper {
monitor = DP-1
- path = ~/.wallpaper/Rocknergy-2.png
+ path = ~/.wallpaper/Rocknegy-2.png
+ fit_mode = cover
}
splash = false
diff --git a/niri/.config/niri/config.kdl b/niri/.config/niri/config.kdl
index 1020916..4e0c490 100644
--- a/niri/.config/niri/config.kdl
+++ b/niri/.config/niri/config.kdl
@@ -130,6 +130,11 @@ input {
focus-follows-mouse max-scroll-amount="68%"
}
+cursor {
+ xcursor-theme "posy-white-tiny"
+ xcursor-size 24
+}
+
// ==== LAYOUT ====
// https://github.com/YaLTeR/niri/wiki/Configuration:-Layout
layout {
diff --git a/waybar/.config/waybar/config b/waybar/.config/waybar/config
index 498a029..53df784 100644
--- a/waybar/.config/waybar/config
+++ b/waybar/.config/waybar/config
@@ -120,7 +120,7 @@
},
"cpu": {
"interval": 1,
- "format": "{icon0}{icon1}{icon2}{icon3}{icon4}{icon5}{icon6}{icon7}",
+ "format": "{icon0}{icon1}{icon2}{icon3}{icon4}{icon5}{icon6}{icon7}{icon8}{icon9}{icon10}{icon11}{icon12}{icon13}{icon14}{icon15}",
"format-icons": [
"▁", // pastel purple (low)
"▂", // pastel blue
diff --git a/zsh/.zshrc b/zsh/.zshrc
index d06b87e..3d8d387 100644
--- a/zsh/.zshrc
+++ b/zsh/.zshrc
@@ -60,6 +60,7 @@ plugins=(
zsh-syntax-highlighting
archlinux
sudo
+ ufw
tmux
kubectl
minikube
@@ -144,7 +145,7 @@ export PATH="$BUN_INSTALL/bin:$PATH"
# if [ -e /home/antoine/.nix-profile/etc/profile.d/nix.sh ]; then . /home/antoine/.nix-profile/etc/profile.d/nix.sh; fi
export NVM_DIR="$HOME/.nvm"
-alias startNVM='[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh"' # This loads nvm
+alias snvm='[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh"'
# [ -s "$NVM_DIR/bash_completion" ] && \. "$NVM_DIR/bash_completion" # This loads nvm bash_completion
# MATLAB
@@ -165,6 +166,8 @@ alias bi="bun install"
alias ba="bun add"
alias brb="bun run build"
alias brp="bun run preview"
+alias brl="bun run lint"
+alias brf="bun run format"
alias pecha="sleep 20 && echo \"KUCHA\""