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authorSkladnayazebra <skladnayazebra@gmail.com>2025-12-07 20:23:35 +0100
committerSkladnayazebra <skladnayazebra@gmail.com>2025-12-07 20:23:35 +0100
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-# Cursor shaders for ghostty
-## WARNING: These are extremely customizable
-
-## Demos
-
-| Effect | Demo |
-| -------- | ------ |
-| Cursor Warp<br>(Neovide-like) | ![cursor_warp](https://github.com/user-attachments/assets/5323330c-e09d-4d80-963b-f0cb8413cac9) |
-| Cursor Sweep | ![cursor_sweep](https://github.com/user-attachments/assets/c8979569-e0fa-48f1-afd7-9eed36df7f0a) |
-| Cursor Tail<br>(Kitty-like) | ![cursor_tail](https://github.com/user-attachments/assets/0c1ecd67-8ff4-4198-9e89-a4435289bfa0) |
-| Ripple Cursor | ![ripple_cursor](https://github.com/user-attachments/assets/e489f74e-620a-490a-b5c5-d3918a5077c1) |
-| Sonic Boom | ![sonic_boom](https://github.com/user-attachments/assets/91ac80e6-aa2b-41a3-8b49-d674ce287709) |
-| Ripple Rectangle | ![ripple_rectangle](https://github.com/user-attachments/assets/5c8028eb-6ffb-4e38-a5dd-e2c0ed6a4175) |
-| Customized<br>(faded warp + ripple) | ![customized_warp](https://github.com/user-attachments/assets/3be0d82e-2bff-48ab-824e-3262cbb10d4d) |
-
-## Trails
-- [cursor_warp.glsl](cursor_warp.glsl): Neovide-like cursor trail, most customizable shader
-- [cursor_sweep.glsl](cursor_sweep.glsl): Animated trail that shrinks from previous to current cursor position
-- [cursor_tail.glsl](cursor_tail.glsl): Comet-like trail, mimicing kitty terminal's cursor_trail effect
-
-## Pulse/Boom effects
-- These trigger on cursor mode changes (block to line or vice versa, looks cool on changing modes in vim)
-- [sonic_boom_cursor.glsl](sonic_boom_cursor.glsl): expanding filled circle
-- [ripple_cursor.glsl](ripple_cursor.glsl): Expanding circular ring ripple effect
-- [rectangle_boom_cursor.glsl](rectangle_boom_cursor.glsl): Same as boom_cursor but rectangular(cursor shape)
-- [ripple_rectangle_cursor.glsl](ripple_rectangle_cursor.glsl): Same as ripple_cursor but rectangular(cursor shape)
-
-
-> [!NOTE]
-> If you have the line cursor (default), these effects will trigger and freeze on unfocus(as cursor changes to hollow block). The solution is to add `custom-shader-animation = always` to your ghostty config
-
-## Usage
-
-1. Clone the repo into your ghostty shaders directory:
-```bash
-git clone https://github.com/sahaj-b/ghostty-cursor-shaders ~/.config/ghostty/shaders
-```
-
-2. In your `~/.config/ghostty/config`, add:
-```config
-custom-shader = shaders/yourshader1.glsl
-custom-shader = shaders/yourshader2.glsl
-# ...
-```
-Replace `yourshader` with the name of any shader file (e.g., `cursor_sweep`, `ripple_cursor`, etc.)
-
-
-## Customization
-- All shaders has customizable parameters (like color, duration, size, thickness, etc) etc at the top of each file. You can adjust
-- Also, all files has various **Easing Functions** to choose from.
- - these function control the animation curve of the effects, you can make them elasitcy, springy, smooth, linear, etc by changing the easing function
- - in trail shaders, you can comment/uncomment the easing functions in the code
- - in pulse/boom shaders, you can comment/uncomment the lines in the `ANIMATION` section
- - you can also add your own easing functions if you want
-
-### Example (faded warp + ripple)
-```glsl
-// in cursor_warp.glsl
-const float DURATION = 0.15;
-const float TRAIL_SIZE = 0.8;
-const float THRESHOLD_MIN_DISTANCE = 1.0;
-const float BLUR = 1.0;
-const float TRAIL_THICKNESS = 1.0;
-const float TRAIL_THICKNESS_X = 0.9;
-
-const float FADE_ENABLED = 1.0;
-const float FADE_EXPONENT = 5.0;
-```
-```glsl
-// in ripple_cursor.glsl
-const float DURATION = 0.15;
-const float MAX_RADIUS = 0.026;
-const float RING_THICKNESS = 0.02;
-const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5;
-vec4 COLOR = vec4(0.35, 0.36, 0.44, 0.8);
-const float BLUR = 3.5;
-const float ANIMATION_START_OFFSET = 0.01;
-```
-
-## Acknowledgements
-Inspired by [Neovide](https://neovide.dev/) cursor animations and [KroneCorylus/ghostty-shader-playground](https://github.com/KroneCorylus/ghostty-shader-playground)
-
-## License
-MIT
-
-## Why use branching(if/else) instead of branchless math
-- coz we are dealing with **uniform branching** here, which has **NO DIVERGENCE**.
-- ie, all fragments will take the same branch path, so no performance penalty on modern GPUs
-- Branchless math would force GPU to calculate animations every single frame, even when there is no need