updated lsp, linting and formatters nvim
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scripts/scripts/README.md
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0
scripts/scripts/README.md
Normal file
@@ -9,29 +9,29 @@ mkdir -p "$SHADER_DIR"
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# Check if shader file exists, if not create with default values
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if [ ! -f "$SHADER_FILE" ]; then
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CURRENT_BRIGHTNESS=1.0
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BLUELIGHT_ENABLED=false
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CURRENT_BRIGHTNESS=1.0
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BLUELIGHT_ENABLED=false
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else
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# Get current brightness multiplier
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CURRENT_BRIGHTNESS=$(grep -oP 'pixColor.rgb \*= \K[0-9.]+' "$SHADER_FILE" | tail -1)
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# Check current state by looking at the blue channel multiplier
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if grep -q "pixColor.b \*= 0.6" "$SHADER_FILE"; then
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BLUELIGHT_ENABLED=true
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else
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BLUELIGHT_ENABLED=false
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fi
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# Get current brightness multiplier
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CURRENT_BRIGHTNESS=$(grep -oP 'pixColor.rgb \*= \K[0-9.]+' "$SHADER_FILE" | tail -1)
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# Check current state by looking at the blue channel multiplier
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if grep -q "pixColor.b \*= 0.6" "$SHADER_FILE"; then
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BLUELIGHT_ENABLED=true
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else
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BLUELIGHT_ENABLED=false
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fi
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fi
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# Toggle the blue light filter state
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if [ "$BLUELIGHT_ENABLED" = true ]; then
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# Filter is ON, turn it OFF
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NEW_STATE=false
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echo "Blue light filter: OFF"
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# Filter is ON, turn it OFF
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NEW_STATE=false
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echo "Blue light filter: OFF"
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else
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# Filter is OFF, turn it ON
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NEW_STATE=true
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echo "Blue light filter: ON"
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# Filter is OFF, turn it ON
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NEW_STATE=true
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echo "Blue light filter: ON"
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fi
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# Recreate the shader file
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@@ -46,29 +46,29 @@ uniform sampler2D tex;
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void main() {
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vec4 pixColor = texture(tex, v_texcoord);
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EOF
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if [ "$NEW_STATE" = true ]; then
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cat >> "$SHADER_FILE" << EOF
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cat >> "$SHADER_FILE" << EOF
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// Reduce blue light
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pixColor.r *= 1.0;
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pixColor.g *= 0.85;
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pixColor.b *= 0.6;
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EOF
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fi
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cat >> "$SHADER_FILE" << EOF
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// Adjust brightness
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pixColor.rgb *= $CURRENT_BRIGHTNESS;
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fragColor = pixColor;
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}
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EOF
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# Apply shader
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if [ -z "$HYPRLAND_INSTANCE_SIGNATURE" ]; then
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export HYPRLAND_INSTANCE_SIGNATURE=$(ls -t /tmp/hypr/ 2>/dev/null | head -n1)
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export HYPRLAND_INSTANCE_SIGNATURE=$(ls -t /tmp/hypr/ 2>/dev/null | head -n1)
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fi
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/usr/bin/hyprctl keyword decoration:screen_shader "$SHADER_FILE"
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