EdenQwQ/home/programs/desktop/niri/animations.nix
2025-03-01 22:35:08 +08:00

231 lines
9.3 KiB
Nix

{
programs.niri.settings.animations = {
window-open = {
spring = {
damping-ratio = 0.7;
stiffness = 300;
epsilon = 0.001;
};
};
window-close = {
easing = {
curve = "ease-out-quad";
duration-ms = 500;
};
};
workspace-switch = {
spring = {
damping-ratio = 0.8;
stiffness = 600;
epsilon = 0.001;
};
};
horizontal-view-movement = {
spring = {
damping-ratio = 1.0;
stiffness = 600;
epsilon = 0.001;
};
};
window-movement = {
spring = {
damping-ratio = 1.0;
stiffness = 600;
epsilon = 0.001;
};
};
shaders = {
window-open =
# glsl
''
// Example: fill the current geometry with a solid vertical gradient and
// gradually make opaque.
vec4 solid_gradient(vec3 coords_geo, vec3 size_geo) {
vec4 color = vec4(0.0);
// Paint only the area inside the current geometry.
if (0.0 <= coords_geo.x && coords_geo.x <= 1.0
&& 0.0 <= coords_geo.y && coords_geo.y <= 1.0)
{
vec4 from = vec4(1.0, 0.0, 0.0, 1.0);
vec4 to = vec4(0.0, 1.0, 0.0, 1.0);
color = mix(from, to, coords_geo.y);
}
// Make it opaque.
color *= niri_clamped_progress;
return color;
}
// Example: gradually scale up and make opaque, equivalent to the default
// opening animation.
vec4 default_open(vec3 coords_geo, vec3 size_geo) {
// Scale up the window.
float scale = max(0.0, (niri_progress / 2.0 + 0.5));
coords_geo = vec3((coords_geo.xy - vec2(0.5)) / scale + vec2(0.5), 1.0);
// Get color from the window texture.
vec3 coords_tex = niri_geo_to_tex * coords_geo;
vec4 color = texture2D(niri_tex, coords_tex.st);
// Make the window opaque.
color *= niri_clamped_progress;
return color;
}
// Example: show the window as an expanding circle.
// Recommended setting: duration-ms 250
vec4 expanding_circle(vec3 coords_geo, vec3 size_geo) {
vec3 coords_tex = niri_geo_to_tex * coords_geo;
vec4 color = texture2D(niri_tex, coords_tex.st);
vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy * 2.0;
coords = coords / length(size_geo.xy);
float p = niri_clamped_progress;
if (p * p <= dot(coords, coords))
color = vec4(0.0);
return color * p;
}
// This is the function that you must define.
vec4 open_color(vec3 coords_geo, vec3 size_geo) {
// You can pick one of the example functions or write your own.
return default_open(coords_geo, size_geo);
}
'';
window-resize =
# glsl
''
// Example: fill the current geometry with a solid vertical gradient.
vec4 solid_gradient(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords = coords_curr_geo;
vec4 color = vec4(0.0);
// Paint only the area inside the current geometry.
if (0.0 <= coords.x && coords.x <= 1.0
&& 0.0 <= coords.y && coords.y <= 1.0)
{
vec4 from = vec4(1.0, 0.0, 0.0, 1.0);
vec4 to = vec4(0.0, 1.0, 0.0, 1.0);
color = mix(from, to, coords.y);
}
return color;
}
// Example: crossfade between previous and next texture, stretched to the
// current geometry.
vec4 crossfade(vec3 coords_curr_geo, vec3 size_curr_geo) {
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
// Example: next texture, stretched to the current geometry.
vec4 stretch_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
return color;
}
// Example: next texture, stretched to the current geometry if smaller, and
// cropped if bigger.
vec4 stretch_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
// We can crop if the current window size is smaller than the next window
// size. One way to tell is by comparing to 1.0 the X and Y scaling
// coefficients in the current-to-next transformation matrix.
bool can_crop_by_x = niri_curr_geo_to_next_geo[0][0] <= 1.0;
bool can_crop_by_y = niri_curr_geo_to_next_geo[1][1] <= 1.0;
vec3 coords = coords_stretch;
if (can_crop_by_x)
coords.x = coords_crop.x;
if (can_crop_by_y)
coords.y = coords_crop.y;
vec4 color = texture2D(niri_tex_next, coords.st);
// However, when we crop, we also want to crop out anything outside the
// current geometry. This is because the area of the shader is unspecified
// and usually bigger than the current geometry, so if we don't fill pixels
// outside with transparency, the texture will leak out.
//
// When stretching, this is not an issue because the area outside will
// correspond to client-side decoration shadows, which are already supposed
// to be outside.
if (can_crop_by_x && (coords_curr_geo.x < 0.0 || 1.0 < coords_curr_geo.x))
color = vec4(0.0);
if (can_crop_by_y && (coords_curr_geo.y < 0.0 || 1.0 < coords_curr_geo.y))
color = vec4(0.0);
return color;
}
// Example: cropped next texture if it's bigger than the current geometry, and
// crossfade between previous and next texture otherwise.
vec4 crossfade_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
vec3 coords_prev_geo = niri_curr_geo_to_prev_geo * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_stretch_prev = niri_geo_to_tex_prev * coords_curr_geo;
// We can crop if the current window size is smaller than the next window
// size. One way to tell is by comparing to 1.0 the X and Y scaling
// coefficients in the current-to-next transformation matrix.
bool can_crop_by_x = niri_curr_geo_to_next_geo[0][0] <= 1.0;
bool can_crop_by_y = niri_curr_geo_to_next_geo[1][1] <= 1.0;
bool crop = can_crop_by_x && can_crop_by_y;
vec4 color;
if (crop) {
// However, when we crop, we also want to crop out anything outside the
// current geometry. This is because the area of the shader is unspecified
// and usually bigger than the current geometry, so if we don't fill pixels
// outside with transparency, the texture will leak out.
//
// When crossfading, this is not an issue because the area outside will
// correspond to client-side decoration shadows, which are already supposed
// to be outside.
if (coords_curr_geo.x < 0.0 || 1.0 < coords_curr_geo.x ||
coords_curr_geo.y < 0.0 || 1.0 < coords_curr_geo.y) {
color = vec4(0.0);
} else {
color = texture2D(niri_tex_next, coords_crop.st);
}
} else {
// If we can't crop, then crossfade.
color = texture2D(niri_tex_next, coords_stretch.st);
vec4 color_prev = texture2D(niri_tex_prev, coords_stretch_prev.st);
color = mix(color_prev, color, niri_clamped_progress);
}
return color;
}
// This is the function that you must define.
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
// You can pick one of the example functions or write your own.
return crossfade_or_crop_next(coords_curr_geo, size_curr_geo);
}
'';
};
};
}