glonkers/glonkers.1
2026-03-15 16:24:12 +01:00

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.TH glonkers 1 "February 2026" "1.0" "glonkers man page"
.SH NAME
glonkers \- Create windows and wallpapers with glsl fragment shaders.
.SH SYNOPSIS
glonkers [OPTIONS]... [FILE]
.SH DESCRIPTION
The wallpaper feature only works on wayland compositors that implement the
wlr-layer-shell protocol.
A simple shader file looks something like this:
.EX
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
fragColor = vec4(fragCoord / iResolution.xy, 1.0, 1.0);
}
.EE
The iResolution is one of the built in shader inputs.
.SH OPTIONS
.PP
--window
.RS 4
Create a window.
.RE
.PP
--layer
.RS 4
Create wallpaper.
.RE
.PP
--output
.RS 4
Specify in the following arguments which outputs (monitors) that should be
rendered to. \fB--\fR can be used to end selection. Use something like
\fBwlr-randr\fR(1) to find out monitor names.
.RE
.PP
--texture
.RS 4
Supply a list of paths to textures (max 4) that can be referenced in the
shader with iChannel0, iChannel1, iChannel2, iChannel3.
.RE
.PP
--
.RS 4
Stop listing outputs/textures.
.RE
.SH SHADER INPUTS
.PP
\fBiTime\fR : float
.RS 4
Time since program start.
.RE
.PP
\fBiResolution\fR : vec3
.RS 4
Resolution in number of pixels. x: width, y: height, z: aspect-ratio (hard coded to 1.0).
.RE
.PP
\fBiFrame\fR : int
.RS 4
The currently rendered frame.
.RE
.PP
\fBiChannel\fR{\fB0\fR..\fB3\fR} : sampler
.RS 4
Samplers for provided textures.
.RE
.PP
\fBiChannelResolution\fR : vec3[4]
.RS 4
Array of resolutions for iChannel:s. x: width, y: height, z: aspect-ratio (hard coded
to 1.0).
.RE
.SH SEE ALSO
\fBwlr-randr\fR(1)
.PP
.SH AUTHOR
Rakarake (raka@rakarake.xyz)