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diff --git a/config/quickshell/qs-hyprview-unified/layouts/VortexLayout.qml b/config/quickshell/qs-hyprview-unified/layouts/VortexLayout.qml
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+++ b/config/quickshell/qs-hyprview-unified/layouts/VortexLayout.qml
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+pragma Singleton
+import Quickshell
+
+Singleton {
+ id: root
+
+ function doLayout(windowList, outerWidth, outerHeight) {
+ var N = windowList.length
+ if (N === 0) return []
+
+ // Safe Area (90%)
+ var contentScale = 0.90
+ var useW = outerWidth * contentScale
+ var useH = outerHeight * contentScale
+ var offX = (outerWidth - useW) / 2
+ var offY = (outerHeight - useH) / 2
+
+ var centerX = offX + useW / 2
+ var centerY = offY + useH / 2
+
+ // Maximum radius (distance from center to the furthest edge of safe area)
+ var maxRadius = Math.min(useW, useH) / 2
+
+ var result = []
+
+ // --- THE VORTEX CONFIGURATION ---
+
+ var goldenAngle = Math.PI * (3 - Math.sqrt(5))
+
+ // PARAMETER TWEAK 1: from 0.3 to 0.5 to keep distant windows readable
+ var minScale = 0.4
+
+ // PARAMETER TWEAK 2: from 0.4 to 0.6 (60% of screen height)
+ var baseSizeFactor = 0.5
+
+ for (var i = 0; i < N; i++) {
+ var item = windowList[i]
+
+ var t = i / Math.max(1, N - 1)
+ if (N === 1) t = 0
+
+ // PARAMETER TWEAK 3: from 0.9 instead of 0.8 to accommodate larger thumbs
+ var currentRadius = (maxRadius * 0.85) * Math.sqrt(t)
+ var currentAngle = i * goldenAngle
+ var scale = 1.0 - (t * (1.0 - minScale))
+ var tilt = (Math.cos(currentAngle) * 8)
+
+ // Coordinates (Polar to Cartesian)
+ var cx = centerX + currentRadius * Math.cos(currentAngle)
+ var cy = centerY + currentRadius * Math.sin(currentAngle)
+
+ // Dimensions (Aspect Fit)
+ var w0 = (item.width > 0) ? item.width : 100
+ var h0 = (item.height > 0) ? item.height : 100
+
+ var baseBoxSize = Math.min(useW, useH) * baseSizeFactor
+
+ var aspect = w0 / h0
+ var thumbW, thumbH
+
+ if (aspect > 1) {
+ thumbW = baseBoxSize * scale
+ thumbH = thumbW / aspect
+ } else {
+ thumbH = baseBoxSize * scale
+ thumbW = thumbH * aspect
+ }
+
+ result.push({
+ win: item.win,
+ x: cx - (thumbW / 2),
+ y: cy - (thumbH / 2),
+ width: thumbW,
+ height: thumbH,
+ rotation: tilt,
+ zIndex: N - i
+ })
+ }
+
+ return result
+ }
+}
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