Files
dotfiles-violet-chaton/INSTALL/configs/kitty/violet-chaton-glow.glsl
Tetardtek-Cortex 7e9d12e640 feat: violet-chaton v2 — palette originale, kitty, AGS, Maple Mono NF
Refonte complete du rice. Palette 100% originale (Mitsuri Kanroji inspired),
zero emprunt Dracula/Catppuccin. 50 fichiers, 3200+ lignes.

Palette v2:
- palette.sh source de verite unique (dark + light)
- 5 accents (magenta, lilac, mitsuri, lavande, champagne)
- 4 semantiques derivees, 4 niveaux texte, 6 fonds
- Gradient signature: magenta → lilac → lavande → mitsuri
- Variante Light: fonds lavande, accents assombris WCAG

Terminal:
- kitty (remplace COSMIC Term comme principal)
- Maple Mono NF (cursive italics, ligatures)
- Cursor trail magenta, splits/layouts tiling, undercurl
- Vi-mode zsh avec cursor shape adaptatif

Shell:
- starship 3 lignes (palette nommee, brain_name, battery, sudo)
- zshrc v2 (nouveaux outils, fzf pimp, shell functions, vi-mode)
- Commandes custom: proj, glog, fkill, colors, hotkeys, weather, y

Desktop:
- AGS config (bar 3-pills, OSD gradient, launcher, notifications)
- COSMIC Dark + Light v2 (7 fichiers RON chacun)
- COSMIC Term v2 (color schemes dark/light, Maple Mono NF)
- GTK3/GTK4 dark + light css
- Vivaldi theme v2

Outils:
- +kitty +dust +procs +tokei +sd +hyperfine +gping +Maple Mono NF
- Propagation palette sur: bat, btop, cava, yazi, lazygit, rofi,
  delta, fastfetch, atuin, ls-colors, vivaldi
- Claude Code statusline brain-aware

Docs:
- README v2 complet (palette, structure, raccourcis, commandes)
- help.md v2 (reference exhaustive)
2026-03-26 03:57:18 +01:00

38 lines
1.3 KiB
GLSL

// violet-chaton v2 — subtle glow shader for kitty
// Adds a soft bloom/glow around bright text characters
// Usage: kitty --override 'background_shader=~/.config/kitty/violet-chaton-glow.glsl'
void main() {
// Sample the original pixel
vec4 color = texture(image, texCoord);
// Only glow on non-background pixels (bright enough)
float brightness = dot(color.rgb, vec3(0.299, 0.587, 0.114));
if (brightness > 0.15) {
// Sample surrounding pixels for bloom
vec2 pixel = 1.0 / textureSize(image, 0);
vec4 glow = vec4(0.0);
float total = 0.0;
for (int x = -2; x <= 2; x++) {
for (int y = -2; y <= 2; y++) {
float weight = 1.0 / (1.0 + float(x*x + y*y));
glow += texture(image, texCoord + vec2(float(x), float(y)) * pixel) * weight;
total += weight;
}
}
glow /= total;
// Blend glow with original — subtle violet tint
float glowBrightness = dot(glow.rgb, vec3(0.299, 0.587, 0.114));
vec3 violetTint = vec3(0.85, 0.55, 1.0); // lilac-ish
vec3 glowColor = glow.rgb * violetTint;
// Mix: 85% original + 15% glow, only where text is
color.rgb = mix(color.rgb, color.rgb + glowColor * 0.12, smoothstep(0.1, 0.4, glowBrightness));
}
gl_FragColor = color;
}