Grayscale improves focus?
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@ -516,6 +516,7 @@ in
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qt6.qtwayland
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xdg-utils
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wlsunset
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hyprshade
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pavucontrol
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(pkgs.writeScriptBin "workspace-on-monitor" ''
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#!/bin/sh
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@ -547,6 +548,10 @@ in
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killall wlsunset &> /dev/null;
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fi
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'')
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(pkgs.writeScriptBin "scg" ''
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#!/bin/sh
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hyprshade toggle grayscale;
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'')
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(pkgs.writeScriptBin "obs-notification-mute-daemon" ''
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#!/bin/sh
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while true; do
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@ -565,6 +570,61 @@ in
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then echo "Shouldn't suspend"; sleep 10; else echo "Should suspend"; systemctl suspend; fi
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'')
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]);
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home.file.".config/hypr/shaders/grayscale.glsl".text = ''
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/*
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* Grayscale
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*/
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precision highp float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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// Enum for type of grayscale conversion
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const int LUMINOSITY = 0;
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const int LIGHTNESS = 1;
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const int AVERAGE = 2;
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/**
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* Type of grayscale conversion.
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*/
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const int Type = LUMINOSITY;
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// Enum for selecting luma coefficients
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const int PAL = 0;
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const int HDTV = 1;
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const int HDR = 2;
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/**
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* Formula used to calculate relative luminance.
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* (Only applies to type = "luminosity".)
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*/
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const int LuminosityType = HDR;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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float gray;
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if (Type == LUMINOSITY) {
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// https://en.wikipedia.org/wiki/Grayscale#Luma_coding_in_video_systems
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if (LuminosityType == PAL) {
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gray = dot(pixColor.rgb, vec3(0.299, 0.587, 0.114));
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} else if (LuminosityType == HDTV) {
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gray = dot(pixColor.rgb, vec3(0.2126, 0.7152, 0.0722));
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} else if (LuminosityType == HDR) {
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gray = dot(pixColor.rgb, vec3(0.2627, 0.6780, 0.0593));
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}
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} else if (Type == LIGHTNESS) {
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float maxPixColor = max(pixColor.r, max(pixColor.g, pixColor.b));
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float minPixColor = min(pixColor.r, min(pixColor.g, pixColor.b));
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gray = (maxPixColor + minPixColor) / 2.0;
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} else if (Type == AVERAGE) {
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gray = (pixColor.r + pixColor.g + pixColor.b) / 3.0;
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}
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vec3 grayscale = vec3(gray);
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gl_FragColor = vec4(grayscale, pixColor.a);
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}
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'';
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home.file.".config/ashell/config.toml".text = ''
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outputs = "All"
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position = "Top"
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