################################################################################ # # Backend # ################################################################################ # Backend to use: "xrender" or "glx". # GLX backend is typically much faster but depends on a sane driver. # backend = "xrender"; backend = "glx"; ################################################################################ # # GLX Backend # ################################################################################ glx-no-stencil = true; # GLX backend: Copy unmodified regions from front buffer instead of redrawing # them all. glx-copy-from-front = false; # GLX backend: Use MESA_copy_sup_bufer to do bartial screen update. # Overrides --glx-copy-from-front # glx-use-copysubbuffermesa = true; # GLX backend: Avoid rebinding pixmap on window damage. # Probably could improve performance on rapid window content changes, but is # known to break things on some drivers (LLVMpipe). # Recommended if it works. # glx-no-rebind-pixmap = true; # GLX backend: GLX buffer swap method we assume. # Could be undefined (0), copy (1), exchange (2), 3-6, or buffer-age (-1). # undefined is the slowest and the safest, and the default value. # copy is fastest, but may fail on some drivers. # 2-5 are gradually slower but safer (6 is still faster than 0). # Usually, double buffer means 2, triple buffer means 3. # buffer-age means auto-detect using GTX_EXT_buffer_age, supported by some # drivers. # Useless with --glx-use-copysubbeffermesa. # Partially breaks --resize-damage # Defaults to undefined; glx-swap-method = "undefined"; # glx-use-gpushader4 = true; ################################################################################ # # X Render Backend # ################################################################################ # xrender-sync = true; # xrender-sync-fence = true; ################################################################################ # # Shadow # ################################################################################ # Enabled client-side shadows on windows. shadow = true; # Don’t draw shadows on DND windows. no-dnd-shadow = true; # Avoid drawing shadows on dock/panel windows. no-dock-shadow = true; # Zero the part of the shadow’s mask behind the window. Fix some weirdness with # ARGB windows. clear-shadow = true; # The blur radius for the shadow (default 12) shadow-radius = 7; # The left offset for shadows. (default -15) shadow-offset-x = -5; # The top offset for shadows. (default -15) shadow-offset-y = -5; # The translucency for shadows. (defalt .75) shadow-opacity = 0.85; # Set if you want different colour shadows # RGB calculate: 128*100/255/100 = 0.50 # shadow-red = 0.0; # shadow-green = 0.0; # shadow-blue = 0.0; # The shadow exclude options are helpful if you have shadows enabled. Due to the # way compton draws its shadows, certain applications will have visual glitches. # (most applications are fine, only apps that do weird things with xshapes or # argb are affected) shadow-exclude = [ "name = 'Notification'", "_GTK_FRAME_EXTENTS@:c", "name = 'Android Emulator*'" ]; # Avoid drawing shadow on all shaped windows # (see also: --detect-rounded-corners) shadow-ignore-shaped = false; # shadow-exclude = "n:e:Notification"; # shadow-exclude-reg = "x10+0+0"; # xinerama-shadow-crop = true; ################################################################################ # # Opacity # ################################################################################ menu-opacity = 0.9; inactive-opacity = 0.6; active-opacity = 1; frame-opacity = 0.6; inactive-opacity-override = true; alpha-step = 0.06; # Dim inactive windows. (0.0 - 1.0) # inactive-dim = 0.2; # Do not let dimness adjust based on window opacity # inactive-dim-fixed = true; # Blur backgound of transparent windows. Bad performance with X Render backend. # GLX is preffered. blur-method = "kawase"; blur-strength = 12; blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1"; blur-background = true; # Blur background of opaque windows with transparent frames as well. # blur-background-frame = true; # Do not let blur radius adjust based on window opacity blur-background-fixed = false; blur-background-exclude = [ "window_type = 'desktop'", "class_g = 'Polybar'", "_GTK_FRAME_EXTENTS@:c" ]; opacity-rule = [ "85:class_g = 'Polybar'", "80:class_g = 'St'", "75:class_g *?= 'Rofi'" ]; ################################################################################ # # Fading # ################################################################################ # Fade windows during opacity changes fading = true; # The time between steps in a fade in milliseconds. (default 10) fade-delta = 50; # Opacity change between steps while fading in. (default 0.028) fade-in-step = 0.09; # Opacity change between steps while fading out. (default 0.03) fade-out-step = 0.08; # Fade windows in/out when opening/closing no-fading-openclose = true; # no-fading-destroyed-argb = true; # Specify a list of conditions of windows that should not be faded. fade-exclude = [ "class_g = 'mpv'" ]; ################################################################################ # # Other # ################################################################################ # Try to detect WM windows and mark them as active mark-wmwin-focused = true; # Mark all non-WM but override-redirect windows active (e.g. menus) mark-ovredir-focused = true; # Use EWMH _NET_WM_ACTIVE_WINDOW to determine which window is focused instead of # using FocusIn/Out events. # Usually more reliable but depends on a EWMH-compliant WM. use-ewmh-active-win = true; # Detect rounded corners and treat them as rectangular when # --shadow-ignore-shaped is on detect-rounded-corners = true; # Detect _NET_WM_OPACITY on client windows, useful for window managers not # passing _NET_WN_OPACITY of client windows to frame windows. # This prefents opacity being ignored for some apps. detect-client-opacity = true; # Specify refresh rate of the screen. # If not specified or 0, compton will try detecting this with X RandR extension. refresh-rate = 60; # Set VSync method. VSync methods currently available: # none: No VSync # drm: VSync with DRM_IOCTL_WAIT_VBLANK. May only work on some drivers. # opengl: Try to VSync with SGI_video_sync OpenGL extension. Only work on some # drivers # opengl-oml: Try to VSync with OML_sync_control OpenGL extension. Only work on # some drivers. # opengl-swc: Try to VSync with SGI_swap_control OpenGL extension. Only work on # some drivers. Work only with a GLX backend. Known to be most # effective on many drivers. Does not actually control paint timing, # only buffer swap is affected, so it doesn’t have the effect of # --sw-opti unlike other methods. Experimental. # opengl-mswc: Try to VSync with MESA_swap_control OpenGL extension. Basically # the same as opengl-swc above, except the extension we use. # (Note some VSync methods may not be enabled at compile time.) vsync = "none"; # Enable DPE painting mode, inteded to use with VSync to (hopefuly) eliminate # tearing. # Reported to have no effect though. dbe = false; # Painting on X Composite overlay window. Recommended. paint-on-overlay = true; # Limit comtpon to repaint at most every 1 / refresh_rate second to boost # performance. # This should not be used with --vsync drm/opengl/opengl-oml as they essentially # do --sw-opti’ job already. # Unless you wish to specify a lower refresh rate than the actual value. sw-opti = false; # Unredirect all windows if a full-screen opaque window is detected, to maximize # performance for full-screen windows, like games. # Known to cause flickering when redirecting/unredirecting windows. # paint-on-overlay may make the flickering less obvious. # unredir-if-possible = true; # unredir-if-possible-delay = 5000; # unredir-if-possible-exclude = [ ]; # Specify a list of conditions of windows that should always be considered # focused focus-exclude = [ "class_g = 'mpv'" # "class_g = 'Cairo-clock'" ]; # Use WM_TRANSIENT_FOR to group windows, and consider windows in the same group # focused at the same time detect-transient = true; # Use WM_CLIENT_LEADER to group windows, and consider windows in the same group # focused at the same time. # WM_TRANSIENT_FOR has a higher priority if --detect-transient is enabled, too. detect-client-leader = true; invert-color-include = [ ]; # resize-damage = 1; ################################################################################ # # Window type settings # ################################################################################ wintypes: { tooltip = { # fade: Fade the particular type of windows. fade = false; # shadow: Give those windows shadows. shadow = true; # opacity: Default opacity for the type of windows. opacity: 0.85; # focus: Whether to always consider windows of this type focused. focus = true; } };