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