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Intel integrated graphics (core i3 10th gen), one monitor (laptop). xf86-video-vesa 2.6.0-2
name of display: :0 display: :0 screen: 0 direct rendering: Yes Extended renderer info (GLX_MESA_query_renderer): Vendor: Intel (0x8086) Device: Mesa Intel(R) UHD Graphics (ICL GT1) (0x8a56) Version: 24.1.2 Accelerated: yes Video memory: 3750MB Unified memory: yes Preferred profile: core (0x1) Max core profile version: 4.6 Max compat profile version: 4.6 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 3.2 OpenGL vendor string: Intel OpenGL renderer string: Mesa Intel(R) UHD Graphics (ICL GT1) OpenGL core profile version string: 4.6 (Core Profile) Mesa 24.1.2-arch1.1 OpenGL core profile shading language version string: 4.60 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile
OpenGL version string: 4.6 (Compatibility Profile) Mesa 24.1.2-arch1.1 OpenGL shading language version string: 4.60 OpenGL context flags: (none) OpenGL profile mask: compatibility profile
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 24.1.2-arch1.1 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
Version: vgit-f9777
Use Overlay: No
Config file specified: /home/kz87/sample_picom.conf
Config file used: /home/kz87/sample_picom.conf
Intel [ 08/12/2024 13:39:07.880 egl_init WARN ] The egl backend is still experimental, use with care.
// Paste your configuration here backend = "glx" corner-radius = 20 rules: ({ match = "focused"; shader = "/home/kz87/Code/picom-shaders/default.glsl"; corner-radius = 1; })
#version 330 in vec2 texcoord; // texture coordinate of the fragment uniform sampler2D tex; // texture of the window // Default window post-processing: // 1) invert color // 2) opacity / transparency // 3) max-brightness clamping // 4) rounded corners vec4 default_post_processing(vec4 c); // Default window shader: // 1) fetch the specified pixel // 2) apply default post-processing vec4 window_shader() { vec2 texsize = textureSize(tex, 0); vec4 c = texture2D(tex, texcoord / texsize, 0); c = default_post_processing(c); c.xyz *= 0; return c; }
Almost all windows should have corner-radius of 20 and no shader, except the focused one, which should have corner-radius of 1 and be completely black
The corner-radius of the focused window does change, but the shader isn't applied
The text was updated successfully, but these errors were encountered:
d096a45
Sorry, closed the wrong issue
Sorry, something went wrong.
Not just shader in the new rules... It was broken everywhere actually. Should be fixed now.
fda04bd
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Platform
GPU, drivers, and screen setup
Intel integrated graphics (core i3 10th gen), one monitor (laptop).
xf86-video-vesa 2.6.0-2
name of display: :0
display: :0 screen: 0
direct rendering: Yes
Extended renderer info (GLX_MESA_query_renderer):
Vendor: Intel (0x8086)
Device: Mesa Intel(R) UHD Graphics (ICL GT1) (0x8a56)
Version: 24.1.2
Accelerated: yes
Video memory: 3750MB
Unified memory: yes
Preferred profile: core (0x1)
Max core profile version: 4.6
Max compat profile version: 4.6
Max GLES1 profile version: 1.1
Max GLES[23] profile version: 3.2
OpenGL vendor string: Intel
OpenGL renderer string: Mesa Intel(R) UHD Graphics (ICL GT1)
OpenGL core profile version string: 4.6 (Core Profile) Mesa 24.1.2-arch1.1
OpenGL core profile shading language version string: 4.60
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL version string: 4.6 (Compatibility Profile) Mesa 24.1.2-arch1.1
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 24.1.2-arch1.1
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
Environment
picom version
Diagnostics
Version: vgit-f9777
Extensions:
Misc:
Use Overlay: No
Config file specified: /home/kz87/sample_picom.conf
Config file used: /home/kz87/sample_picom.conf
Drivers (inaccurate):
Intel
[ 08/12/2024 13:39:07.880 egl_init WARN ] The egl backend is still experimental, use with care.
Backend: egl
Backend: glx
Configuration:
Configuration file
Steps of reproduction
Expected behavior
Almost all windows should have corner-radius of 20 and no shader, except the focused one, which should have corner-radius of 1 and be completely black
Current Behavior
The corner-radius of the focused window does change, but the shader isn't applied
Other details
2024-08-12.13-45-57.mp4
The text was updated successfully, but these errors were encountered: