Files
dots/common/.config/cava/shaders/northern_lights.frag
T
coja 1e39e0cb4b [Sync] replace the flat layout with the unified stow tree
Supersedes the old flat .config/ layout (last published 2026-06-28) with the
private repo's structure: one shared base plus per-host overlays.

- packages: common/ gui/ lw/ fl/ wm/ plus install.sh and bin/ tooling
  (dotsync, reconcile-hyde.sh)
- new README covering the layout, deploy order and the HyDE dependency
- current HyDE waybar rig (layouts/, cava), pi agent extensions, claude/
  config, tmux, presenterm, aichat roles
- fish: kp (keepassxc-cli + fzf picker, db path from $KP_DB) and
  bind_M_n_history (alt+1..9 recalls the nth history entry)
- drops cruft that should never have been tracked: the duplicate top-level
  .pi/ copy, btop.log, zellij config.kdl.bak, fish_variables
- .pi/agent/auth.json is gitignored; auth.json.example ships instead

Host-specific work sessions and the personal backlog stay in the private
tree. Endpoint locators in the llamacpp/whisper guides are placeholders
($SERVER, <own-domain>) — the guides themselves stay, since they are the
useful part.
2026-08-13 02:53:06 +02:00

35 lines
1009 B
GLSL

#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;
}