forked from Shinonome/dots-hyprland
add anti-flashbang with shader
This commit is contained in:
+2
-2
@@ -8,10 +8,10 @@ QuickToggleModel {
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name: Translation.tr("Anti-flashbang")
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name: Translation.tr("Anti-flashbang")
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tooltipText: Translation.tr("Anti-flashbang")
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tooltipText: Translation.tr("Anti-flashbang")
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icon: "flash_off"
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icon: "flash_off"
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toggled: Config.options.light.antiFlashbang.enable
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toggled: HyprlandAntiFlashbangShader.enabled
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mainAction: () => {
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mainAction: () => {
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Config.options.light.antiFlashbang.enable = !Config.options.light.antiFlashbang.enable;
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HyprlandAntiFlashbangShader.toggle()
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}
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}
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hasMenu: true
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hasMenu: true
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}
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}
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@@ -42,7 +42,7 @@ WindowDialog {
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right: parent.right
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right: parent.right
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}
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}
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iconSize: Appearance.font.pixelSize.larger
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iconSize: Appearance.font.pixelSize.larger
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buttonIcon: "lightbulb"
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buttonIcon: "check"
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text: Translation.tr("Enable now")
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text: Translation.tr("Enable now")
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checked: Hyprsunset.active
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checked: Hyprsunset.active
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onCheckedChanged: {
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onCheckedChanged: {
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@@ -102,14 +102,32 @@ WindowDialog {
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right: parent.right
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right: parent.right
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}
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}
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iconSize: Appearance.font.pixelSize.larger
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iconSize: Appearance.font.pixelSize.larger
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buttonIcon: "flash_off"
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buttonIcon: "filter"
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text: Translation.tr("Enable")
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text: Translation.tr("Content adjustment")
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checked: HyprlandAntiFlashbangShader.enabled
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onCheckedChanged: {
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if (checked) HyprlandAntiFlashbangShader.enable()
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else HyprlandAntiFlashbangShader.disable()
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}
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StyledToolTip {
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text: Translation.tr("<b>Dims screen content</b> as needed.<br><br>Pros: Immediately responsive<br>Cons: Expensive and can hurt color accuracy<br><br><i>Uses a Hyprland screen shader</i>")
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}
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}
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ConfigSwitch {
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anchors {
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left: parent.left
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right: parent.right
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}
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iconSize: Appearance.font.pixelSize.larger
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buttonIcon: "light_mode"
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text: Translation.tr("Brightness adjustment")
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checked: Config.options.light.antiFlashbang.enable
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checked: Config.options.light.antiFlashbang.enable
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onCheckedChanged: {
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onCheckedChanged: {
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Config.options.light.antiFlashbang.enable = checked;
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Config.options.light.antiFlashbang.enable = checked;
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}
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}
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StyledToolTip {
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StyledToolTip {
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text: Translation.tr("Example use case: eroge on one workspace, dark Discord window on another")
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text: Translation.tr("Adapts the <b>display (physical screen) brightness</b><br><br>Pros: Less expensive, retains colors<br>Cons: Not immediately responsive<br><br><i>Adjusts display brightness after each Hyprland IPC event</i>")
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,38 @@
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pragma Singleton
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pragma ComponentBehavior: Bound
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import QtQuick
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import Quickshell
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import qs.modules.common.models.hyprland
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Singleton {
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id: root
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readonly property string shaderPath: Quickshell.shellPath("services/hyprlandAntiFlashbangShader/anti-flashbang.glsl")
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property bool enabled: confOpt.value == shaderPath
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function enable() {
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HyprlandConfig.setMany({
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"decoration:screen_shader": root.shaderPath,
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"debug:damage_tracking": 1, // Turn off dmg tracking to prevent weird flashes. 1 = monitor only
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});
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}
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function disable() {
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HyprlandConfig.resetMany([
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"decoration:screen_shader",
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"debug:damage_tracking"
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]);
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}
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function toggle() {
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if (root.enabled) disable()
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else enable()
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}
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HyprlandConfigOption {
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id: confOpt
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key: "decoration:screen_shader"
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}
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}
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@@ -0,0 +1,47 @@
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#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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float overlayOpacityForBrightness(float x) {
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// Note: range 0 to 1
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// Will a fancy curve help?... I'll have to experiment more at night
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// float y = pow(x, 2.0) * 0.75;
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// float y = (1.0 - exp(-x))*1.15;
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// float y = (1.0 - exp(-pow((x-0.15), 0.6)))*1.18;
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float y = x*0.75;
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return min(max(y, 0.001), 1.0);
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}
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void main() {
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// 1. Get the current pixel color
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vec4 pixColor = texture(tex, v_texcoord);
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// 2. Calculate average screen brightness
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vec3 totalRGB = vec3(0.0);
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float samples = 0.0;
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// We use a nested loop to create a 10x10 grid (100 samples)
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// This is dense enough to catch small icons/text but light enough to run fast.
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for(float x = 0.05; x < 1.0; x += 0.1) {
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for(float y = 0.05; y < 1.0; y += 0.1) {
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totalRGB += texture(tex, vec2(x, y)).rgb;
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samples++;
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}
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}
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vec3 avgColor = totalRGB / samples;
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float globalBrightness = dot(avgColor, vec3(0.2126, 0.7152, 0.0722));
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// 3. Get the specific opacity for this brightness level
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float opacity = overlayOpacityForBrightness(globalBrightness);
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// 4. Apply the "black overlay" effect
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vec3 outColor = mix(pixColor.rgb, vec3(0.0), opacity);
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fragColor = vec4(outColor, pixColor.a);
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}
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