Shaderbg
Utility to render shaders as live wallpapers on Wayland compositors
Install / Use
/learn @hbatagelo/ShaderbgREADME
ShaderBG
Shader wallpaper utility for Wayland.
<img src="teaser_bubbles.gif" alt="ShaderBG on Sway" width="800"><sup>Colorful underwater bubbles II on Sway</sup>
<img src="teaser_quake.gif" alt="ShaderBG on Cosmic" width="800"><sup>Quake Intro on Cosmic</sup>
ShaderBG is a wallpaper tool that runs GLSL shaders as interactive live wallpapers on Wayland compositors supporting the wlr-layer-shell protocol.
Shaders can be selected from a built-in collection, imported from ShaderToy JSON exports, or customized via TOML configuration files.
On compositors that do not support wlr-layer-shell, ShaderBG falls back to a top-level window.
See the shaderbg(1) man page for usage instructions.
Key features
- Import shaders from ShaderToy
- Multi-monitor support
- Mouse and keyboard input
- Configuration hot reload
- Slideshow mode with cross-fade transitions
- Configurable render scaling (downsampling / upsampling)
- Layout modes (stretch, centered, repeat, mirrored repeat)
Installation
From packages
Arch (.pkg), Debian (.deb), and Fedora (.rpm packages for x86_64 are available on the releases page.
Package checksums are signed with A6265CB619139199:
# Import public GPG key
gpg --keyserver keys.openpgp.org --recv-keys A22ED235E445A5C402D536E1A6265CB619139199
# Verify the checksums signature
gpg --verify SHA256SUMS.asc
# Verify the package checksum
gpg --decrypt SHA256SUMS.asc | sha256sum -c --ignore-missing
</details>
From source
-
Install dependencies
<details> <summary>Arch</summary>
</details> <details> <summary>Debian/Ubuntu</summary>sudo pacman -S base-devel gtk4-layer-shell
</details> <details> <summary>Fedora</summary>sudo apt install build-essential libgtk-4-dev libgtk4-layer-shell-dev
</details>sudo dnf install gcc-c++ gtk4-devel libepoxy-devel gtk4-layer-shell-develIf GTK4 Layer Shell is unavailable in your distribution's repositories, build it from source.
-
Clone this repository
git clone https://github.com/hbatagelo/shaderbg.git cd shaderbg -
Build
cargo build --release -
Create the user data directory
mkdir -p ~/.local/share/shaderbg -
Copy data assets (textures and presets)
cp -r data/* ~/.local/share/shaderbg/
Usage
Run without arguments to randomly select a shader from the presets:
shaderbg
- Presets are located at
$XDG_DATA_HOME/shaderbg/presetsor$HOME/.local/share/shaderbg/presets.
Import from ShaderToy JSON export:
shaderbg <json_file>
- The JSON file is the response from the API request
https://www.shadertoy.com/api/v1/shaders/<shader_id>?key=<api_key>, where<shader_id>is the ID of the shader set to "public + api" visibility in ShaderToy, and<api_key>is the API key. See https://www.shadertoy.com/howto for more information on how to use the ShaderToy API. - The imported shader is added to the presets as
<shader_id>.tomland overwrites any previous file with the same name.
You can also load a custom preset file:
shaderbg <toml_file>
An example TOML preset corresponding to https://www.shadertoy.com/view/wfjcR3 is shown below:
id = "wfjcR3"
name = "Spiral Wobble"
username = "hbatagelo"
description = """
A simple wobbling spiral texture effect with multi-pass rendering.
Use up/down arrow keys to zoom in/out."""
# 'Common' shader
[common]
shader = """
#define UP_KEYCODE 38
#define DOWN_KEYCODE 40
float keyDown(sampler2D kb, float key) {
return texture(kb, vec2((float(key) + 0.5) / 256.0, 0.0)).r;
}
vec2 rotate2D(vec2 uv, float angle) {
return vec2(
uv.x * cos(angle) - uv.y * sin(angle),
uv.x * sin(angle) + uv.y * cos(angle)
);
}"""
# 'Buffer A' pass
[buffer_a]
shader = """
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
float aspect = iResolution.x / iResolution.y;
// Keyboard input
float up = keyDown(iChannel2, UP_KEYCODE);
float down = keyDown(iChannel2, DOWN_KEYCODE);
// Read previous frame (rgb = color, a = log(zoom))
vec4 prev = texture(iChannel0, uv);
// Update zoom
if (iFrame == 0) prev.a = 0.0;
prev.a += (up - down) * iTimeDelta;
prev.a = clamp(prev.a, log(0.2), log(4.0));
// Spiral coordinates
float spirals = 1.0 + 3.0 * (0.5 + 0.5 * sin(iTime * 0.5));
vec2 centeredUV = (uv - 0.5) * vec2(aspect, 1.0) / exp(prev.a);
float angle = sin(iTime + length(centeredUV) * spirals);
vec2 rotatedUV = rotate2D(centeredUV, angle) / vec2(aspect, 1.0) + 0.5;
// Temporal feedback
vec4 curColor = texture(iChannel1, rotatedUV);
float feedback = exp(-15.0 * iTimeDelta);
vec3 color = mix(curColor.rgb, prev.rgb, feedback);
fragColor = vec4(color, prev.a);
}"""
[buffer_a.input_0]
type = "misc"
name = "Buffer A"
wrap = "repeat"
filter = "nearest"
vflip = true
[buffer_a.input_1]
type = "texture"
name = "Abstract 2"
wrap = "repeat"
filter = "mipmap"
vflip = true
[buffer_a.input_2]
type = "keyboard"
# 'Image' pass
[image]
shader = """
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
vec3 color = texture(iChannel0, uv).rgb;
float vignette = 1.0 - length(uv - 0.5) * 0.7;
fragColor = vec4(color * vignette, 1.0);
}"""
[image.input_0]
type = "misc"
name = "Buffer A"
wrap = "clamp"
filter = "nearest"
vflip = true
# Other settings
resolution_scale = 1.0
filter_mode = "linear"
time_scale = 1.0
time_offset = "0s"
screen_bounds_policy = "all_monitors"
monitor_selection = ["*"]
layout_mode = "stretch"
interval_between_frames = "0s"
crossfade_overlap_ratio = 0.0
If the TOML file is not found, ShaderBG will automatically look for it in the presets directory.
The shader is automatically reloaded when its TOML file is edited while in use.
Whenever a shader is loaded or reloaded, a text overlay containing the shader name and author is displayed for a few seconds. Use --no-overlay to hide the overlay.
ShaderToy support
Render passes:
- [x] Buffers A..D
- [x] Common
- [x] Cubemap
- [x] Image
- [ ] Sound
- [ ] VR
Inputs:
- [x] Buffers A..D
- [x] Cubemap
- [x] Custom textures
- [x] Keyboard
- [ ] Microphone
- [x] Mouse
- [ ] Music
- [ ] Soundcloud
- [x] Texture
- [x] Volume
- [ ] Video
- [ ] Webcam
Preset file format
The preset file supports the following keys:
Shader metadata
id,name,username,description(string): These correspond to the shader metadata imported from ShaderToy. Default is""for all keys.
Render and animation settings
resolution_scale(float): Scale factor to scale the resolution of the rendered frame. Use values <1 to downsample and >1 to upsample (e.g., 2 for 2x SSAA, 4 for 4x SSAA, etc). Default is1.0(no scaling).filter_mode(string): Filtering mode when blitting the rendered frame onto the screen. Allowed values:"nearest": nearest neighbor filtering"linear": bilinear filtering (default)"mipmap": trilinear filtering
layout_mode(string): How each frame is laid out on screen. Allowed values:"stretch": scales to fill the screen (default)"center": centers without scaling (may underscan)"repeat": tiles by repeating the frame"mirrored_repeat": tiles using mirror-repeat wrapping
interval_between_frames(string): Minimum time between frames. Use this to limit the frame rate and save energy (e.g.,"100ms"to cap at 10 frames per second) or create a slideshow effect (e.g.,"60s"to render a new frame each minute). Default is"0s"(non-throttled animation).crossfade_overlap_ratio(float): Controls smooth frame transitions through cross fading, from 0 (no overlap; default) to 1 (always transitioning). Cross fading is enabled only if this setting andinterval_between_framesare non-zero.
Time scale and offset
time_scale(float): Scale factor applied toiTimeandiTimeDeltauniforms. Use <1 to slow down and >1 to speed up. Default is1.0(no scaling).time_offset(string): Offset applied toiTime. Use this to offset time in time-based animations. Examples:"500ms"for 500 milliseconds,"10s"for 10 seconds. Default is"0s"(no offset).
Multi-monitor settings
screen_bounds_policy(string): How screen bounds are calculated. Allowed values are:"all_monitors": union of all monitors (default)"selection_monitors": union of selected monitors (see alsomonitor_selection)"cloned": per-monitor isolation (clone mode)
monitor_selection(array of strings): Monitor selection using DRM connector names (e.g.,["HDMI-1", "HDMI-3"]), or"*"(default) to select all available monitors.
Render passes
common(dictionary). This contains a single key:shader(string): Commo
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