Update from LuminisArcana

This commit is contained in:
2026-03-03 16:46:14 -05:00
parent a522d28827
commit bdce722e07
14 changed files with 447 additions and 9 deletions

View File

@@ -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"
# ]

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@@ -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);
}
}

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@@ -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);
}

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@@ -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;
}

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@@ -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;
}

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@@ -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);
}
}

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@@ -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);
}
}

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@@ -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'

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@@ -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'

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@@ -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

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@@ -11,7 +11,8 @@ wallpaper {
wallpaper {
monitor = DP-1
path = ~/.wallpaper/Rocknergy-2.png
path = ~/.wallpaper/Rocknegy-2.png
fit_mode = cover
}
splash = false

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@@ -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 {

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@@ -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": [
"<span color='#d1b3ff'>▁</span>", // pastel purple (low)
"<span color='#b5c7ff'>▂</span>", // pastel blue

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@@ -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\""