Update from LuminisArcana
This commit is contained in:
@@ -1,4 +1,3 @@
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[cursor]
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[cursor]
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blink_interval = 750
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blink_interval = 750
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thickness = 0.2
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thickness = 0.2
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@@ -81,3 +80,4 @@ white = "#e2e8f0"
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# # "~/.config/alacritty/themes/themes/wombat.toml"
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# # "~/.config/alacritty/themes/themes/wombat.toml"
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# # "~/.config/alacritty/themes/themes/catppuccin_macchiato.toml"
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# # "~/.config/alacritty/themes/themes/catppuccin_macchiato.toml"
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# ]
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# ]
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73
cava/.config/cava/shaders/bar_spectrum.frag
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73
cava/.config/cava/shaders/bar_spectrum.frag
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@@ -0,0 +1,73 @@
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space between bars (configurable)
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uniform vec3 u_resolution; // window resolution
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// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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uniform float shader_time; // shader execution time s (not used here)
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uniform sampler2D inputTexture; // Texture from the last render pass (not used here)
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vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) {
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// create color based on fraction of this color and next color
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float yr = (y - y_min) / (y_max - y_min);
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return col_1 * (1.0 - yr) + col_2 * yr;
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}
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void main() {
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// find which bar to use based on where we are on the x axis
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float x = u_resolution.x * fragCoord.x;
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int bar = int(bars_count * fragCoord.x);
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// calculate a bar size
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float bar_size = u_resolution.x / bars_count;
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// the y coordinate and bar values are the same
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float y = bars[bar];
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// make sure there is a thin line at bottom
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if (y * u_resolution.y < 1.0) {
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y = 1.0 / u_resolution.y;
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}
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// draw the bar up to current height
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if (y > fragCoord.y) {
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// make some space between bars basen on settings
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if (x > (bar + 1) * (bar_size)-bar_spacing) {
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fragColor = vec4(bg_color, 1.0);
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} else {
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if (gradient_count == 0) {
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fragColor = vec4(fg_color, 1.0);
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} else {
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// find which color in the configured gradient we are at
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int color = int((gradient_count - 1) * fragCoord.y);
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// find where on y this and next color is supposed to be
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float y_min = color / (gradient_count - 1.0);
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float y_max = (color + 1.0) / (gradient_count - 1.0);
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// make color
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fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color],
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gradient_colors[color + 1], y_min, y_max),
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1.0);
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}
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}
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} else {
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fragColor = vec4(bg_color, 1.0);
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}
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}
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117
cava/.config/cava/shaders/eye_of_phi.frag
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117
cava/.config/cava/shaders/eye_of_phi.frag
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@@ -0,0 +1,117 @@
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#version 330
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// this shader was stolen from shadertoy user ChunderFPV
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#define SCALE 8.0
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#define PI radians(180.0)
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#define TAU (PI * 2.0)
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#define CS(a) vec2(cos(a), sin(a))
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#define PT(u, r) smoothstep(0.0, r, r - length(u))
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform float shader_time; // shader execution time s
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uniform int bar_width; // bar width (configurable), not used here
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uniform int bar_spacing; // space between bars (configurable)
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uniform vec3 u_resolution; // window resolution
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// colors, configurable in cava config file (r,g,b) (0.0 - 1.0)
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uniform vec3 bg_color; // background color
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uniform vec3 fg_color; // foreground color
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uniform int gradient_count;
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uniform vec3 gradient_colors[8]; // gradient colors
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// gradient map ( color, equation, time, width, shadow, reciprocal )
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vec3 gm(vec3 c, float n, float t, float w, float d, bool i) {
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float g = min(abs(n), 1.0 / abs(n));
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float s = abs(sin(n * PI - t));
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if (i)
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s = min(s, abs(sin(PI / n + t)));
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return (1.0 - pow(abs(s), w)) * c * pow(g, d) * 6.0;
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}
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// denominator spiral, use 1/n for numerator
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// ( screen xy, spiral exponent, decimal, line width, hardness, rotation )
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float ds(vec2 u, float e, float n, float w, float h, float ro) {
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float ur = length(u); // unit radius
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float sr = pow(ur, e); // spiral radius
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float a = round(sr) * n * TAU; // arc
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vec2 xy = CS(a + ro) * ur; // xy coords
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float l = PT(u - xy, w); // line
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float s = mod(sr + 0.5, 1.0); // gradient smooth
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s = min(s, 1.0 - s); // darken filter
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return l * s * h;
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}
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void main() {
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float t = shader_time / PI * 2.0;
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vec4 m = vec4(0, 0, 0, 0); // iMouse;
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m.xy = m.xy * 2.0 / u_resolution.xy - 1.0; // ±1x, ±1y
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if (m.z > 0.0)
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t += m.y * SCALE; // move time with mouse y
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float z = (m.z > 0.0) ? pow(1.0 - abs(m.y), sign(m.y)) : 1.0; // zoom (+)
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float e = (m.z > 0.0) ? pow(1.0 - abs(m.x), -sign(m.x))
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: 1.0; // screen exponent (+)
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float se = (m.z > 0.0) ? e * -sign(m.y) : 1.0; // spiral exponent
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vec3 bg = vec3(0); // black background
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float aa = 3.0; // anti-aliasing
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for (float j = 0.0; j < aa; j++)
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for (float k = 0.0; k < aa; k++) {
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vec3 c = vec3(0);
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vec2 o = vec2(j, k) / aa;
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vec2 uv = (fragCoord * u_resolution.xy - 0.5 * u_resolution.xy + o) /
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u_resolution.y * SCALE * z; // apply cartesian, scale and zoom
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if (m.z > 0.0)
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uv =
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exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent
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float px = length(fwidth(uv)); // pixel width
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float x = uv.x; // every pixel on x
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float y = uv.y; // every pixel on y
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float l = length(uv); // hypot of xy: sqrt(x*x+y*y)
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float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy
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float g = min(abs(mc), 1.0 / abs(mc)); // gradient
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vec3 gold = vec3(1.0, 0.6, 0.0) * g * l;
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vec3 blue = vec3(0.3, 0.5, 0.9) * (1.0 - g);
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vec3 rgb = max(gold, blue);
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float w = 0.1; // line width
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float d = 0.4; // shadow depth
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c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic
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c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d,
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false)); // tangent
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c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d,
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false)); // sqrt cotangent
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c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d,
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true)); // sqrt circles
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c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a
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c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b
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c +=
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rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a
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c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b
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c = max(c, 0.0); // clear negative color
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c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow
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if (m.z > 0.0) // display grid on click
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{
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vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid
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c.gb += 0.2 * (1.0 - min(min(xyg.x, xyg.y), 1.0));
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}
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bg += c;
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}
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bg /= aa * aa;
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bg *= sqrt(bg) * 1.5;
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fragColor = vec4(bg, 1.0);
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}
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34
cava/.config/cava/shaders/northern_lights.frag
Normal file
34
cava/.config/cava/shaders/northern_lights.frag
Normal file
@@ -0,0 +1,34 @@
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#version 330
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in vec2 fragCoord;
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out vec4 fragColor;
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// bar values. defaults to left channels first (low to high), then right (high to low).
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uniform float bars[512];
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uniform int bars_count; // number of bars (left + right) (configurable)
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uniform vec3 u_resolution; // window resolution, not used here
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//colors, configurable in cava config file
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uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here
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uniform vec3 fg_color; // foreground color, not used here
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void main()
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{
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// find which bar to use based on where we are on the x axis
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int bar = int(bars_count * fragCoord.x);
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float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0;
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float y = (bars[bar]) * bar_y;
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float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count;
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float bar_r = 1.0 - abs((bar_x - 0.5)) * 2;
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bar_r = bar_r * bar_r * 2;
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// set color
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fragColor.r = fg_color.x * y * bar_r;
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fragColor.g = fg_color.y * y * bar_r;
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fragColor.b = fg_color.z * y * bar_r;
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}
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14
cava/.config/cava/shaders/pass_through.vert
Normal file
14
cava/.config/cava/shaders/pass_through.vert
Normal file
@@ -0,0 +1,14 @@
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#version 330
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|
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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// Output data ; will be interpolated for each fragment.
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out vec2 fragCoord;
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void main()
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{
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gl_Position = vec4(vertexPosition_modelspace,1);
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fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
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}
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53
cava/.config/cava/shaders/spectrogram.frag
Normal file
53
cava/.config/cava/shaders/spectrogram.frag
Normal file
@@ -0,0 +1,53 @@
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|
#version 330
|
||||||
|
|
||||||
|
in vec2 fragCoord;
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// bar values. defaults to left channels first (low to high), then right (high
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|
// to low).
|
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|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
112
cava/.config/cava/shaders/winamp_line_style_spectrum.frag
Normal file
112
cava/.config/cava/shaders/winamp_line_style_spectrum.frag
Normal file
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
15
cava/.config/cava/themes/solarized_dark
Normal file
15
cava/.config/cava/themes/solarized_dark
Normal file
@@ -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'
|
||||||
10
cava/.config/cava/themes/tricolor
Normal file
10
cava/.config/cava/themes/tricolor
Normal file
@@ -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'
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
# Beware! This file is rewritten by htop when settings are changed in the interface.
|
# Beware! This file is rewritten by htop when settings are changed in the interface.
|
||||||
# The parser is also very primitive, and not human-friendly.
|
# 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
|
config_reader_min_version=3
|
||||||
fields=0 48 17 18 38 39 40 2 46 47 49 1
|
fields=0 48 17 18 38 39 40 2 46 47 49 1
|
||||||
hide_kernel_threads=1
|
hide_kernel_threads=1
|
||||||
@@ -27,6 +27,7 @@ show_cpu_usage=1
|
|||||||
show_cpu_frequency=0
|
show_cpu_frequency=0
|
||||||
show_cpu_temperature=0
|
show_cpu_temperature=0
|
||||||
degree_fahrenheit=0
|
degree_fahrenheit=0
|
||||||
|
show_cached_memory=1
|
||||||
update_process_names=0
|
update_process_names=0
|
||||||
account_guest_in_cpu_meter=0
|
account_guest_in_cpu_meter=0
|
||||||
color_scheme=0
|
color_scheme=0
|
||||||
@@ -40,18 +41,18 @@ column_meters_1=RightCPUs Tasks LoadAverage Uptime
|
|||||||
column_meter_modes_1=1 2 2 2
|
column_meter_modes_1=1 2 2 2
|
||||||
tree_view=1
|
tree_view=1
|
||||||
sort_key=46
|
sort_key=46
|
||||||
tree_sort_key=0
|
tree_sort_key=46
|
||||||
sort_direction=-1
|
sort_direction=-1
|
||||||
tree_sort_direction=1
|
tree_sort_direction=-1
|
||||||
tree_view_always_by_pid=0
|
tree_view_always_by_pid=0
|
||||||
all_branches_collapsed=0
|
all_branches_collapsed=0
|
||||||
screen:Main=PID USER PRIORITY NICE M_VIRT M_RESIDENT M_SHARE STATE PERCENT_CPU PERCENT_MEM TIME Command
|
screen:Main=PID USER PRIORITY NICE M_VIRT M_RESIDENT M_SHARE STATE PERCENT_CPU PERCENT_MEM TIME Command
|
||||||
.sort_key=PERCENT_CPU
|
.sort_key=PERCENT_CPU
|
||||||
.tree_sort_key=PID
|
.tree_sort_key=PERCENT_CPU
|
||||||
.tree_view_always_by_pid=0
|
.tree_view_always_by_pid=0
|
||||||
.tree_view=1
|
.tree_view=1
|
||||||
.sort_direction=-1
|
.sort_direction=-1
|
||||||
.tree_sort_direction=1
|
.tree_sort_direction=-1
|
||||||
.all_branches_collapsed=0
|
.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
|
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
|
.sort_key=IO_RATE
|
||||||
|
|||||||
@@ -11,7 +11,8 @@ wallpaper {
|
|||||||
|
|
||||||
wallpaper {
|
wallpaper {
|
||||||
monitor = DP-1
|
monitor = DP-1
|
||||||
path = ~/.wallpaper/Rocknergy-2.png
|
path = ~/.wallpaper/Rocknegy-2.png
|
||||||
|
fit_mode = cover
|
||||||
}
|
}
|
||||||
|
|
||||||
splash = false
|
splash = false
|
||||||
|
|||||||
@@ -130,6 +130,11 @@ input {
|
|||||||
focus-follows-mouse max-scroll-amount="68%"
|
focus-follows-mouse max-scroll-amount="68%"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
cursor {
|
||||||
|
xcursor-theme "posy-white-tiny"
|
||||||
|
xcursor-size 24
|
||||||
|
}
|
||||||
|
|
||||||
// ==== LAYOUT ====
|
// ==== LAYOUT ====
|
||||||
// https://github.com/YaLTeR/niri/wiki/Configuration:-Layout
|
// https://github.com/YaLTeR/niri/wiki/Configuration:-Layout
|
||||||
layout {
|
layout {
|
||||||
|
|||||||
@@ -120,7 +120,7 @@
|
|||||||
},
|
},
|
||||||
"cpu": {
|
"cpu": {
|
||||||
"interval": 1,
|
"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": [
|
"format-icons": [
|
||||||
"<span color='#d1b3ff'>▁</span>", // pastel purple (low)
|
"<span color='#d1b3ff'>▁</span>", // pastel purple (low)
|
||||||
"<span color='#b5c7ff'>▂</span>", // pastel blue
|
"<span color='#b5c7ff'>▂</span>", // pastel blue
|
||||||
|
|||||||
@@ -60,6 +60,7 @@ plugins=(
|
|||||||
zsh-syntax-highlighting
|
zsh-syntax-highlighting
|
||||||
archlinux
|
archlinux
|
||||||
sudo
|
sudo
|
||||||
|
ufw
|
||||||
tmux
|
tmux
|
||||||
kubectl
|
kubectl
|
||||||
minikube
|
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
|
# 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="$HOME/.nvm"
|
export NVM_DIR="$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
|
# [ -s "$NVM_DIR/bash_completion" ] && \. "$NVM_DIR/bash_completion" # This loads nvm bash_completion
|
||||||
|
|
||||||
# MATLAB
|
# MATLAB
|
||||||
@@ -165,6 +166,8 @@ alias bi="bun install"
|
|||||||
alias ba="bun add"
|
alias ba="bun add"
|
||||||
alias brb="bun run build"
|
alias brb="bun run build"
|
||||||
alias brp="bun run preview"
|
alias brp="bun run preview"
|
||||||
|
alias brl="bun run lint"
|
||||||
|
alias brf="bun run format"
|
||||||
|
|
||||||
alias pecha="sleep 20 && echo \"KUCHA\""
|
alias pecha="sleep 20 && echo \"KUCHA\""
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user