#################################
# Shadows #
#################################
shadow-radius = 7;
# The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
# shadow-opacity = .75
# The left offset for shadows, in pixels. (defaults to -15)
# shadow-offset-x = -15
shadow-offset-x = -7;
# The top offset for shadows, in pixels. (defaults to -15)
# shadow-offset-y = -15
shadow-offset-y = -7;
# Specify a list of conditions of windows that should have no shadow.
#
# examples:
# shadow-exclude = "n:e:Notification";
#
# shadow-exclude = []
shadow-exclude = [
"name = 'Notification'",
"class_g ?= 'Notify-osd'",
"_GTK_FRAME_EXTENTS@:c"
];
#################################
# Fading #
#################################
fading = true;
fade-in-step = 0.03;
fade-out-step = 0.03;
#################################
# Transparency / Opacity #
#################################
# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
# inactive-opacity = 1
inactive-opacity = 0.8;
# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
frame-opacity = 1.0
# frame-opacity = 0.7;
# Let inactive opacity set by -i override the '_NET_WM_WINDOW_OPACITY' values of windows.
# inactive-opacity-override = true
inactive-opacity-override = false;
# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0)
# active-opacity = 1.0
# Dim inactive windows. (0.0 - 1.0, defaults to 0.0)
# inactive-dim = 0.0
# opacity-rule = []
# opacity-rule = [ "94:class_g = 'Geany'", "95:class_g = 'com.mitchellh.ghostty'" ];
opacity-rule = [ "94:class_g = 'Geany'"];
#################################
# Corners #
#################################
# Sets the radius of rounded window corners. When > 0, the compositor will
# round the corners of windows. Does not interact well with
# `transparent-clipping`.
corner-radius = 10
# Exclude conditions for rounded corners.
rounded-corners-exclude = [
"window_type = 'dock'",
"window_type = 'desktop'"
];
#################################
# Background-Blurring #
#################################
blur-kern = "3x3box";
# Exclude conditions for background blur.
# blur-background-exclude = []
blur-background-exclude = [
"window_type = 'dock'",
"window_type = 'desktop'",
"_GTK_FRAME_EXTENTS@:c"
];
#################################
# General Settings #
#################################
# Specify the backend to use: `xrender`, `glx`, `egl` or `xr_glx_hybrid`.
# `xrender` is the default one.
#
# backend = "glx"
backend = "xrender";
# Use higher precision during rendering, and apply dither when presenting the
# rendered screen. Reduces banding artifacts, but might cause performance
# degradation. Only works with OpenGL.
dithered-present = false;
# Enable/disable VSync.
# vsync = false
vsync = true;
# Try to detect WM windows (a non-override-redirect window with no
# child that has 'WM_STATE') and mark them as active.
#
# mark-wmwin-focused = false
mark-wmwin-focused = true;
# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
# mark-ovredir-focused = false
mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
# detect-rounded-corners = false
detect-rounded-corners = true;
# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows.
#
# detect-client-opacity = false
detect-client-opacity = true;
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# provided that the WM supports it.
#
# use-ewmh-active-win = false
#
# detect-transient = false
detect-transient = true;
# Disable the use of damage information.
# This cause the whole screen to be redrawn every time, instead of the part of the screen
# has actually changed. Potentially degrades the performance, but might fix some artifacts.
# The opposing option is use-damage
#
# no-use-damage = false
use-damage = true;
# Use X Sync fence to sync clients' draw calls, to make sure all draw
# calls are finished before picom starts drawing. Needed on nvidia-drivers
# with GLX backend for some users.
#
# xrender-sync-fence = false
# GLX backend: Use specified GLSL fragment shader for rendering window
# contents. Read the man page for a detailed explanation of the interface.
#
# window-shader-fg = "default"
# Set the log level. Possible values are:
# "trace", "debug", "info", "warn", "error"
# in increasing level of importance. Case doesn't matter.
# If using the "TRACE" log level, it's better to log into a file
# using *--log-file*, since it can generate a huge stream of logs.
#
# log-level = "debug"
log-level = "warn";
wintypes:
{
tooltip = { fade = true; shadow = true; opacity = 0.95; focus = true; full-shadow = false; };
dock = { shadow = false; clip-shadow-above = true; }
dnd = { shadow = false; }
popup_menu = { opacity = 0.95; }
dropdown_menu = { opacity = 0.95; }
};
# Shadows #
#################################
shadow-radius = 7;
# The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
# shadow-opacity = .75
# The left offset for shadows, in pixels. (defaults to -15)
# shadow-offset-x = -15
shadow-offset-x = -7;
# The top offset for shadows, in pixels. (defaults to -15)
# shadow-offset-y = -15
shadow-offset-y = -7;
# Specify a list of conditions of windows that should have no shadow.
#
# examples:
# shadow-exclude = "n:e:Notification";
#
# shadow-exclude = []
shadow-exclude = [
"name = 'Notification'",
"class_g ?= 'Notify-osd'",
"_GTK_FRAME_EXTENTS@:c"
];
#################################
# Fading #
#################################
fading = true;
fade-in-step = 0.03;
fade-out-step = 0.03;
#################################
# Transparency / Opacity #
#################################
# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
# inactive-opacity = 1
inactive-opacity = 0.8;
# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
frame-opacity = 1.0
# frame-opacity = 0.7;
# Let inactive opacity set by -i override the '_NET_WM_WINDOW_OPACITY' values of windows.
# inactive-opacity-override = true
inactive-opacity-override = false;
# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0)
# active-opacity = 1.0
# Dim inactive windows. (0.0 - 1.0, defaults to 0.0)
# inactive-dim = 0.0
# opacity-rule = []
# opacity-rule = [ "94:class_g = 'Geany'", "95:class_g = 'com.mitchellh.ghostty'" ];
opacity-rule = [ "94:class_g = 'Geany'"];
#################################
# Corners #
#################################
# Sets the radius of rounded window corners. When > 0, the compositor will
# round the corners of windows. Does not interact well with
# `transparent-clipping`.
corner-radius = 10
# Exclude conditions for rounded corners.
rounded-corners-exclude = [
"window_type = 'dock'",
"window_type = 'desktop'"
];
#################################
# Background-Blurring #
#################################
blur-kern = "3x3box";
# Exclude conditions for background blur.
# blur-background-exclude = []
blur-background-exclude = [
"window_type = 'dock'",
"window_type = 'desktop'",
"_GTK_FRAME_EXTENTS@:c"
];
#################################
# General Settings #
#################################
# Specify the backend to use: `xrender`, `glx`, `egl` or `xr_glx_hybrid`.
# `xrender` is the default one.
#
# backend = "glx"
backend = "xrender";
# Use higher precision during rendering, and apply dither when presenting the
# rendered screen. Reduces banding artifacts, but might cause performance
# degradation. Only works with OpenGL.
dithered-present = false;
# Enable/disable VSync.
# vsync = false
vsync = true;
# Try to detect WM windows (a non-override-redirect window with no
# child that has 'WM_STATE') and mark them as active.
#
# mark-wmwin-focused = false
mark-wmwin-focused = true;
# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
# mark-ovredir-focused = false
mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
# detect-rounded-corners = false
detect-rounded-corners = true;
# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows.
#
# detect-client-opacity = false
detect-client-opacity = true;
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# provided that the WM supports it.
#
# use-ewmh-active-win = false
#
# detect-transient = false
detect-transient = true;
# Disable the use of damage information.
# This cause the whole screen to be redrawn every time, instead of the part of the screen
# has actually changed. Potentially degrades the performance, but might fix some artifacts.
# The opposing option is use-damage
#
# no-use-damage = false
use-damage = true;
# Use X Sync fence to sync clients' draw calls, to make sure all draw
# calls are finished before picom starts drawing. Needed on nvidia-drivers
# with GLX backend for some users.
#
# xrender-sync-fence = false
# GLX backend: Use specified GLSL fragment shader for rendering window
# contents. Read the man page for a detailed explanation of the interface.
#
# window-shader-fg = "default"
# Set the log level. Possible values are:
# "trace", "debug", "info", "warn", "error"
# in increasing level of importance. Case doesn't matter.
# If using the "TRACE" log level, it's better to log into a file
# using *--log-file*, since it can generate a huge stream of logs.
#
# log-level = "debug"
log-level = "warn";
wintypes:
{
tooltip = { fade = true; shadow = true; opacity = 0.95; focus = true; full-shadow = false; };
dock = { shadow = false; clip-shadow-above = true; }
dnd = { shadow = false; }
popup_menu = { opacity = 0.95; }
dropdown_menu = { opacity = 0.95; }
};
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