# Performance related # Use OpenGL backend = "glx"; glx-no-stencil = false; glx-copy-from-front = false; # When enbled on intel GPU: screen broken until compton is killed. glx-swap-method = 1 unredir-if-possible = true # === Rules === shadow-exclude = [ "class_g ?= 'slop'", "class_g ?= 'Visualizer'", "class_g ?= 'rofi'", "_NET_WM_STATE@:32a *= '_NET_WM_STATE_HIDDEN'", "window_type *= 'menu'", "window_type = 'utility'", "window_type = 'dock'", "window_type = 'dropdown_menu'", "window_type = 'popup_menu'" ] opacity-rule = [] focus-exclude = [ "class_g ?= 'slop'", "name = 'rofi'", "class_g ?= 'Steam'", "_NET_WM_WINDOW_TYPE@:a *= 'MENU'", "window_type *= 'menu'", "window_type = 'utility'", "window_type = 'dropdown_menu'", "window_type = 'popup_menu'" ] fade-exclude = [] # === Shadows === # Enabled client-side shadows on windows. shadow = false; # Detect rounded corners # (it doesn't really do anything for shadows) detect-rounded-corners = false; # shadow-radius: The blur radius for shadows. (default 12) # shadow-offset-x: The left offset for shadows. (default -15) # shadow-offset-y: The top offset for shadows. (default -15) # shadow-opacity: The translucency for shadows. (default .75) shadow-radius = 14; shadow-offset-x = -12; shadow-offset-y = -12; shadow-opacity = 0.3; # === Fading === # Fade windows during opacity changes. fading = true; # The time between steps in a fade in milliseconds. (default 10). fade-delta = 10; # Fade windows in/out when opening/closing no-fading-openclose = false;