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