feat: add cava and rofi configs
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## Configuration file for CAVA.
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# Remove the ; to change parameters.
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[general]
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# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0
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mode = waves
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# Accepts only non-negative values.
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framerate = 60
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# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off
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# new as of 0.6.0 autosens of low values (dynamic range)
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# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0
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; autosens = 1
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; overshoot = 20
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# Manual sensitivity in %. If autosens is enabled, this will only be the initial value.
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# 200 means double height. Accepts only non-negative values.
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; sensitivity = 100
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# The number of bars (0-512). 0 sets it to auto (fill up console).
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# Bars' width and space between bars in number of characters.
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; bars = 0
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; bar_width = 2
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; bar_spacing = 1
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# bar_height is only used for output in "noritake" format
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; bar_height = 32
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# For SDL width and space between bars is in pixels, defaults are:
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; bar_width = 20
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; bar_spacing = 5
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# sdl_glsl have these default values, they are only used to calulate max number of bars.
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; bar_width = 1
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; bar_spacing = 0
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# Lower and higher cutoff frequencies for lowest and highest bars
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# the bandwidth of the visualizer.
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# Note: there is a minimum total bandwidth of 43Mhz x number of bars.
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# Cava will automatically increase the higher cutoff if a too low band is specified.
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; lower_cutoff_freq = 50
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; higher_cutoff_freq = 10000
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# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and
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# only check for input once per second. Cava will wake up once input is detected. 0 = disable.
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; sleep_timer = 0
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[input]
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# Audio capturing method. Possible methods are: 'fifo', 'portaudio', 'pipewire', 'alsa', 'pulse', 'sndio', 'oss', 'jack' or 'shmem'
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# Defaults to 'oss', 'pipewire', 'sndio', 'jack', 'pulse', 'alsa', 'portaudio' or 'fifo', in that order, dependent on what support cava was built with.
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# On Mac it defaults to 'portaudio' or 'fifo'
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# On windows this is automatic and no input settings are needed.
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#
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# All input methods uses the same config variable 'source'
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# to define where it should get the audio.
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#
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# For pulseaudio and pipewire 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink
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# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them).
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#
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# For pipewire 'source' will be the object name or object.serial of the device to capture from.
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# Both input and output devices are supported.
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#
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# For alsa 'source' will be the capture device.
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# For fifo 'source' will be the path to fifo-file.
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# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address
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#
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# For sndio 'source' will be a raw recording audio descriptor or a monitoring sub-device, e.g. 'rsnd/2' or 'snd/1'. Default: 'default'.
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# README.md contains further information on how to setup CAVA for sndio.
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#
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# For oss 'source' will be the path to a audio device, e.g. '/dev/dsp2'. Default: '/dev/dsp', i.e. the default audio device.
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# README.md contains further information on how to setup CAVA for OSS on FreeBSD.
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#
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# For jack 'source' will be the name of the JACK server to connect to, e.g. 'foobar'. Default: 'default'.
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# README.md contains further information on how to setup CAVA for JACK.
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#
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; method = pulse
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; source = auto
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; method = pipewire
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; source = auto
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; method = alsa
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; source = hw:Loopback,1
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; method = fifo
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; source = /tmp/mpd.fifo
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; method = shmem
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; source = /squeezelite-AA:BB:CC:DD:EE:FF
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; method = portaudio
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; source = auto
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; method = sndio
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; source = default
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; method = oss
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; source = /dev/dsp
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; method = jack
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; source = default
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# The options 'sample_rate', 'sample_bits', 'channels' and 'autoconnect' can be configured for some input methods:
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# sample_rate: fifo, pipewire, sndio, oss
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# sample_bits: fifo, pipewire, sndio, oss
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# channels: sndio, oss, jack
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# autoconnect: jack
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# Other methods ignore these settings.
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#
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# For 'sndio' and 'oss' they are only preferred values, i.e. if the values are not supported
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# by the chosen audio device, the device will use other supported values instead.
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# Example: 48000, 32 and 2, but the device only supports 44100, 16 and 1, then it
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# will use 44100, 16 and 1.
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#
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; sample_rate = 44100
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; sample_bits = 16
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; channels = 2
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; autoconnect = 2
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[output]
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# Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake', 'sdl'
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# or 'sdl_glsl'.
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# 'noncurses' (default) uses a buffer and cursor movements to only print
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# changes from frame to frame in the terminal. Uses less resources and is less
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# prone to tearing (vsync issues) than 'ncurses'.
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#
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# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data
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# stream of the bar heights that can be used to send to other applications.
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# 'raw' defaults to 200 bars, which can be adjusted in the 'bars' option above.
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#
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# 'noritake' outputs a bitmap in the format expected by a Noritake VFD display
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# in graphic mode. It only support the 3000 series graphical VFDs for now.
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#
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# 'sdl' uses the Simple DirectMedia Layer to render in a graphical context.
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# 'sdl_glsl' uses SDL to create an OpenGL context. Write your own shaders or
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# use one of the predefined ones.
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; method = noncurses
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# Orientation of the visualization. Can be 'bottom', 'top', 'left' or 'right'.
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# Default is 'bottom'. Other orientations are only supported on sdl and ncruses
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# output. Note: many fonts have weird glyphs for 'top' and 'right' characters,
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# which can make ncurses not look right.
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; orientation = bottom
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# Visual channels. Can be 'stereo' or 'mono'.
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# 'stereo' mirrors both channels with low frequencies in center.
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# 'mono' outputs left to right lowest to highest frequencies.
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# 'mono_option' set mono to either take input from 'left', 'right' or 'average'.
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# set 'reverse' to 1 to display frequencies the other way around.
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; channels = stereo
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; mono_option = average
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; reverse = 0
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# Raw output target. A fifo will be created if target does not exist.
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; raw_target = /dev/stdout
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# Raw data format. Can be 'binary' or 'ascii'.
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; data_format = binary
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# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530).
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; bit_format = 16bit
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# Ascii max value. In 'ascii' mode range will run from 0 to value specified here
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; ascii_max_range = 1000
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# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters.
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# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)).
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; bar_delimiter = 59
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; frame_delimiter = 10
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# sdl window size and position. -1,-1 is centered.
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; sdl_width = 1000
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; sdl_height = 500
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; sdl_x = -1
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; sdl_y= -1
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; sdl_full_screen = 0
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# set label on bars on the x-axis. Can be 'frequency' or 'none'. Default: 'none'
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# 'frequency' displays the lower cut off frequency of the bar above.
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# Only supported on ncurses and noncurses output.
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; xaxis = none
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# enable alacritty synchronized updates. 1 = on, 0 = off
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# removes flickering in alacritty terminal emulator.
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# defaults to off since the behaviour in other terminal emulators is unknown
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; alacritty_sync = 0
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# Shaders for sdl_glsl, located in $HOME/.config/cava/shaders
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; vertex_shader = pass_through.vert
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; fragment_shader = bar_spectrum.frag
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; for glsl output mode, keep rendering even if no audio
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; continuous_rendering = 0
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# disable console blank (screen saver) in tty
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# (Not supported on FreeBSD)
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; disable_blanking = 0
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# show a flat bar at the bottom of the screen when idle, 1 = on, 0 = off
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; show_idle_bar_heads = 1
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# show waveform instead of frequency spectrum, 1 = on, 0 = off
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; waveform = 0
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[color]
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# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow.
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# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires
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# a terminal that can change color definitions such as Gnome-terminal or rxvt.
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# default is to keep current terminal color
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; background = default
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; foreground = default
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# SDL and sdl_glsl only support hex code colors, these are the default:
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; background = '#111111'
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; foreground = '#33ffff'
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# Gradient mode, only hex defined colors are supported,
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# background must also be defined in hex or remain commented out. 1 = on, 0 = off.
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# You can define as many as 8 different colors. They range from bottom to top of screen
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gradient = 1
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gradient_color_1 = '#478061'
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gradient_color_2 = '#598C6E'
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gradient_color_3 = '#6C987C'
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gradient_color_4 = '#7EA489'
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gradient_color_5 = '#8DAD94'
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gradient_color_6 = '#9CB79F'
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gradient_color_7 = '#ABC2AB'
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gradient_color_8 = '#ABC2AB'
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[smoothing]
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# Percentage value for integral smoothing. Takes values from 0 - 100.
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# Higher values means smoother, but less precise. 0 to disable.
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# DEPRECATED as of 0.8.0, use noise_reduction instead
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; integral = 77
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# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable.
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; monstercat = 0
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; waves = 0
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# Set gravity percentage for "drop off". Higher values means bars will drop faster.
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# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off".
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# DEPRECATED as of 0.8.0, use noise_reduction instead
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; gravity = 100
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# In bar height, bars that would have been lower that this will not be drawn.
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# DEPRECATED as of 0.8.0
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; ignore = 0
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# Noise reduction, int 0 - 100. default 77
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# the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth
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# 100 will be very slow and smooth, 0 will be fast but noisy.
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; noise_reduction = 77
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[eq]
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# This one is tricky. You can have as much keys as you want.
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# Remember to uncomment more than one key! More keys = more precision.
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# Look at readme.md on github for further explanations and examples.
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; 1 = 1 # bass
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; 2 = 1
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; 3 = 1 # midtone
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; 4 = 1
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; 5 = 1 # treble
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@ -0,0 +1,79 @@
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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 bewteen 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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vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max)
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{
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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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{
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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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{
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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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{
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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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{
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fragColor = vec4(bg_color,1.0);
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}
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else
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{
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if (gradient_count == 0)
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{
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fragColor = vec4(fg_color,1.0);
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}
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else
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{
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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], gradient_colors[color + 1], y_min, y_max), 1.0);
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}
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}
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}
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else
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{
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fragColor = vec4(bg_color,1.0);
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}
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}
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@ -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
|
||||||
|
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;
|
||||||
|
}
|
|
@ -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;
|
||||||
|
}
|
|
@ -0,0 +1,76 @@
|
||||||
|
/* ==========================================================================
|
||||||
|
Rofi color theme
|
||||||
|
|
||||||
|
Based on the Gruvbox color scheme for Vim by morhetz
|
||||||
|
https://github.com/morhetz/gruvbox
|
||||||
|
|
||||||
|
File: gruvbox-dark-hard.rasi
|
||||||
|
Desc: Gruvbox dark (hard contrast) color theme for Rofi
|
||||||
|
Author: bardisty <b@bah.im>
|
||||||
|
Source: https://github.com/bardisty/gruvbox-rofi
|
||||||
|
Modified: Mon Feb 12 2018 06:04:26 PST -0800
|
||||||
|
========================================================================== */
|
||||||
|
|
||||||
|
* {
|
||||||
|
/* Theme settings */
|
||||||
|
highlight: bold italic;
|
||||||
|
scrollbar: true;
|
||||||
|
|
||||||
|
/* Gruvbox dark colors */
|
||||||
|
gruvbox-dark-bg0-hard: #1d2021;
|
||||||
|
gruvbox-dark-bg0: #282828;
|
||||||
|
gruvbox-dark-bg2: #504945;
|
||||||
|
gruvbox-dark-fg0: #ABC2AB;
|
||||||
|
gruvbox-dark-fg1: #478061;
|
||||||
|
gruvbox-dark-red-dark: #cc241d;
|
||||||
|
gruvbox-dark-red-light: #fb4934;
|
||||||
|
gruvbox-dark-yellow-dark: #478061;
|
||||||
|
gruvbox-dark-yellow-light: #ABC2AB;
|
||||||
|
gruvbox-dark-gray: #86a884;
|
||||||
|
|
||||||
|
/* Theme colors */
|
||||||
|
background: @gruvbox-dark-bg0-hard;
|
||||||
|
background-color: @background;
|
||||||
|
foreground: @gruvbox-dark-fg1;
|
||||||
|
border-color: @gruvbox-dark-gray;
|
||||||
|
separatorcolor: @border-color;
|
||||||
|
scrollbar-handle: @border-color;
|
||||||
|
|
||||||
|
normal-background: @background;
|
||||||
|
normal-foreground: @foreground;
|
||||||
|
alternate-normal-background: @gruvbox-dark-bg0;
|
||||||
|
alternate-normal-foreground: @foreground;
|
||||||
|
selected-normal-background: @gruvbox-dark-bg2;
|
||||||
|
selected-normal-foreground: @gruvbox-dark-fg0;
|
||||||
|
|
||||||
|
active-background: @gruvbox-dark-yellow-dark;
|
||||||
|
active-foreground: @background;
|
||||||
|
alternate-active-background: @active-background;
|
||||||
|
alternate-active-foreground: @active-foreground;
|
||||||
|
selected-active-background: @gruvbox-dark-yellow-light;
|
||||||
|
selected-active-foreground: @active-foreground;
|
||||||
|
|
||||||
|
urgent-background: @gruvbox-dark-red-dark;
|
||||||
|
urgent-foreground: @background;
|
||||||
|
alternate-urgent-background: @urgent-background;
|
||||||
|
alternate-urgent-foreground: @urgent-foreground;
|
||||||
|
selected-urgent-background: @gruvbox-dark-red-light;
|
||||||
|
selected-urgent-foreground: @urgent-foreground;
|
||||||
|
}
|
||||||
|
|
||||||
|
window {
|
||||||
|
padding: 2px;
|
||||||
|
}
|
||||||
|
|
||||||
|
listview {
|
||||||
|
padding: 0;
|
||||||
|
lines: 8;
|
||||||
|
columns: 2;
|
||||||
|
|
||||||
|
fixed-height: false;
|
||||||
|
}
|
||||||
|
|
||||||
|
element {
|
||||||
|
padding: 8px;
|
||||||
|
spacing: 8px;
|
||||||
|
}
|
Loading…
Reference in New Issue