# Shadow shadow = false; # Enabled client-side shadows on windows. no-dock-shadow = false; # Avoid drawing shadows on dock/panel windows. no-dnd-shadow = true; # Don't draw shadows on DND windows. clear-shadow = true; # Zero the part of the shadow's mask behind the # window. Fix some weirdness with ARGB windows. shadow-radius = 7; # The blur radius for shadows. (default 12) shadow-offset-x = -7; # The left offset for shadows. (default -15) shadow-offset-y = -7; # The top offset for shadows. (default -15) shadow-opacity = 0.7; # The translucency for shadows. (default .75) # shadow-red = 0.0; # Red color value of shadow. (0.0 - 1.0, defaults to 0) # shadow-green = 0.0; # Green color value of shadow. (0.0 - 1.0, defaults to 0) # shadow-blue = 0.0; # Blue color value of shadow. (0.0 - 1.0, defaults to 0) shadow-exclude = [ "n:e:Notification" ]; # Exclude conditions for shadows. # shadow-exclude = "n:e:Notification"; shadow-ignore-shaped = true; # Avoid drawing shadow on all shaped windows # (see also: --detect-rounded-corners) # Opacity opacity-rule = ["85:class_g = 'urxvt'"]; menu-opacity = 0.95; # The opacity for menus. (default 1.0) inactive-opacity = 0.0; # Default opacity of inactive windows. (0.0 - 1.0) # active-opacity = 0.8; # Default opacity for active windows. (0.0 - 1.0) # frame-opacity = 0.8; # Opacity of window titlebars and borders. (0.1 - 1.0) # inactive-opacity-override = true; # Let inactive opacity set by 'inactive-opacity' overrides # value of _NET_WM_OPACITY. Bad choice. alpha-step = 0.06; # XRender backend: Step size for alpha pictures. Increasing # it may result in less X resource usage, # Yet fading may look bad. # inactive-dim = 0.2; # Dim inactive windows. (0.0 - 1.0) # inactive-dim-fixed = true; # Do not let dimness adjust based on window opacity. # blur-background = true; # Blur background of transparent windows. # Bad performance with X Render backend. # GLX backend is preferred. # blur-background-frame = true; # Blur background of opaque windows with transparent # frames as well. blur-background-fixed = false; # Do not let blur radius adjust based on window opacity. blur-background-exclude = [ "window_type = 'dock'", "window_type = 'desktop'" ]; # Exclude conditions for background blur. # Fading fading = false; # Fade windows during opacity changes. # fade-delta = 30; # The time between steps in a fade in milliseconds. (default 10). fade-in-step = 0.03; # Opacity change between steps while fading in. (default 0.028). fade-out-step = 0.03; # Opacity change between steps while fading out. (default 0.03). # no-fading-openclose = true; # Avoid fade windows in/out when opening/closing. fade-exclude = [ ]; # Exclude conditions for fading. # Other backend = "xrender" # Backend to use: "xrender" or "glx". GLX backend is typically # much faster but depends on a sane driver. mark-wmwin-focused = true; # Try to detect WM windows and mark them as active. mark-ovredir-focused = true; # Mark all non-WM but override-redirect windows active (e.g. menus). use-ewmh-active-win = false; # 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. detect-rounded-corners = true; # Detect rounded corners and treat them as rectangular when --shadow-ignore-shaped is on. detect-client-opacity = true; # Detect _NET_WM_OPACITY on client windows, useful for window # managers not passing _NET_WM_OPACITY of client windows to frame # windows. refresh-rate = 0; # For --sw-opti: Specify refresh rate of the screen. 0 for auto. vsync = "none"; # "none", "drm", "opengl", "opengl-oml", "opengl-swc", "opengl-mswc" # See man page for more details. dbe = false; # Enable DBE painting mode. Rarely needed. paint-on-overlay = true; # Painting on X Composite overlay window. Recommended. sw-opti = false; # Limit compton to repaint at most once every 1 / refresh_rate. # Incompatible with certain VSync methods. unredir-if-possible = false; # Unredirect all windows if a full-screen opaque window is # detected, to maximize performance for full-screen windows. focus-exclude = [ ]; # A list of conditions of windows that should always be considered # focused. detect-transient = true; # Use WM_TRANSIENT_FOR to group windows, and consider windows in # the same group focused at the same time. detect-client-leader = true; # Use WM_CLIENT_LEADER to group windows. invert-color-include = [ ]; # Conditions for windows to be painted with inverted color. # GLX backend # GLX backend fine-tune options. See man page for more info. # glx-no-stencil = true; # Recommended. glx-copy-from-front = false; # Useful with --glx-swap-method, # glx-use-copysubbuffermesa = true; # Recommended if it works. Breaks VSync. # glx-no-rebind-pixmap = true; # Recommended if it works. glx-swap-method = "undefined"; # See man page. # Window type settings wintypes: { tooltip = { fade = true; shadow = false; opacity = 0.75; focus = true; }; # fade: Fade the particular type of windows. # shadow: Give those windows shadow # opacity: Default opacity for the type of windows. # focus: Whether to always consider windows of this type focused. };