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authorSkladnayazebra <skladnayazebra@gmail.com>2025-11-30 18:38:47 +0500
committerSkladnayazebra <skladnayazebra@gmail.com>2025-11-30 18:38:47 +0500
commit87f4f15eaf557b799437abf3e52c4234815f4d08 (patch)
tree2ffca49e06878406053cbe69284424cb9f1bd44a /ghostty/shaders/cursor_sweep.glsl
parentabe982982df2f50f0c5b8d77ecd42d03a73fa394 (diff)
Add cursor shader
Diffstat (limited to 'ghostty/shaders/cursor_sweep.glsl')
-rw-r--r--ghostty/shaders/cursor_sweep.glsl216
1 files changed, 216 insertions, 0 deletions
diff --git a/ghostty/shaders/cursor_sweep.glsl b/ghostty/shaders/cursor_sweep.glsl
new file mode 100644
index 0000000..871f3d2
--- /dev/null
+++ b/ghostty/shaders/cursor_sweep.glsl
@@ -0,0 +1,216 @@
+// -- CONFIGURATION ---
+vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5);
+const float DURATION = 0.2; // in seconds
+const float TRAIL_LENGTH = 0.5;
+const float BLUR = 2.0; // blur size in pixels (for antialiasing)
+
+// --- CONSTANTS for easing functions ---
+const float PI = 3.14159265359;
+const float C1_BACK = 1.70158;
+const float C2_BACK = C1_BACK * 1.525;
+const float C3_BACK = C1_BACK + 1.0;
+const float C4_ELASTIC = (2.0 * PI) / 3.0;
+const float C5_ELASTIC = (2.0 * PI) / 4.5;
+const float SPRING_STIFFNESS = 9.0;
+const float SPRING_DAMPING = 0.9;
+
+// --- EASING FUNCTIONS ---
+
+// // Linear
+// float ease(float x) {
+// return x;
+// }
+
+// // EaseOutQuad
+// float ease(float x) {
+// return 1.0 - (1.0 - x) * (1.0 - x);
+// }
+
+// EaseOutCubic
+float ease(float x) {
+ return 1.0 - pow(1.0 - x, 3.0);
+}
+
+// // EaseOutQuart
+// float ease(float x) {
+// return 1.0 - pow(1.0 - x, 4.0);
+// }
+
+// // EaseOutQuint
+// float ease(float x) {
+// return 1.0 - pow(1.0 - x, 5.0);
+// }
+
+// EaseOutSine
+// float ease(float x) {
+// return sin((x * PI) / 2.0);
+// }
+
+// // EaseOutExpo
+// float ease(float x) {
+// return x == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * x);
+// }
+
+// // EaseOutCirc
+// float ease(float x) {
+// return sqrt(1.0 - pow(x - 1.0, 2.0));
+// }
+
+// // EaseOutBack
+// float ease(float x) {
+// return 1.0 + C3_BACK * pow(x - 1.0, 3.0) + C1_BACK * pow(x - 1.0, 2.0);
+// }
+
+// // EaseOutElastic
+// float ease(float x) {
+// return x == 0.0 ? 0.0
+// : x == 1.0 ? 1.0
+// : pow(2.0, -10.0 * x) * sin((x * 10.0 - 0.75) * C4_ELASTIC) + 1.0;
+// }
+
+// Parametric Spring
+// float ease(float x) {
+// x = clamp(x, 0.0, 1.0);
+// float decay = exp(-SPRING_DAMPING * SPRING_STIFFNESS * x);
+// float freq = sqrt(SPRING_STIFFNESS * (1.0 - SPRING_DAMPING * SPRING_DAMPING));
+// float osc = cos(freq * 6.283185 * x) + (SPRING_DAMPING * sqrt(SPRING_STIFFNESS) / freq) * sin(freq * 6.283185 * x);
+// return 1.0 - decay * osc;
+// }
+
+float getSdfRectangle(in vec2 point, in vec2 center, in vec2 halfSize)
+{
+ vec2 d = abs(point - center) - halfSize;
+ return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
+}
+
+// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
+// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
+
+float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
+ vec2 e = b - a;
+ vec2 w = p - a;
+ vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
+ float segd = dot(p - proj, p - proj);
+ d = min(d, segd);
+
+ float c0 = step(0.0, p.y - a.y);
+ float c1 = 1.0 - step(0.0, p.y - b.y);
+ float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
+ float allCond = c0 * c1 * c2;
+ float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
+ float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
+ s *= flip;
+ return d;
+}
+
+float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) {
+ float s = 1.0;
+ float d = dot(p - v0, p - v0);
+
+ d = seg(p, v0, v3, s, d);
+ d = seg(p, v1, v0, s, d);
+ d = seg(p, v2, v1, s, d);
+ d = seg(p, v3, v2, s, d);
+
+ return s * sqrt(d);
+}
+
+vec2 normalize(vec2 value, float isPosition) {
+ return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
+}
+
+float antialising(float distance) {
+ return 1. - smoothstep(0., normalize(vec2(BLUR, BLUR), 0.).x, distance);
+}
+
+float getTopVertexFlag(vec2 a, vec2 b) {
+ float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y
+ float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y
+
+ // if neither condition is met, return 1 (else case)
+ return 1.0 - max(condition1, condition2);
+}
+
+vec2 getRectangleCenter(vec4 rectangle) {
+ return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
+}
+
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord){
+ #if !defined(WEB)
+ fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
+ #endif
+
+ // normalization & setup(-1, 1 coords)
+ vec2 vu = normalize(fragCoord, 1.);
+ vec2 offsetFactor = vec2(-.5, 0.5);
+
+ vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
+ vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
+
+ vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
+ vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor);
+
+ float sdfCurrentCursor = getSdfRectangle(vu, centerCC, currentCursor.zw * 0.5);
+
+ float lineLength = distance(centerCC, centerCP);
+
+ vec4 newColor = vec4(fragColor);
+
+ float minDist = currentCursor.w * 1.5;
+ float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
+ if (lineLength > minDist) {
+ // --- Animation Logic ---
+ float shrinkFactor = ease(progress);
+
+ // detect straight moves
+ vec2 delta = abs(centerCC - centerCP);
+ float threshold = 0.001;
+ float isHorizontal = step(delta.y, threshold);
+ float isVertical = step(delta.x, threshold);
+ float isStraightMove = max(isHorizontal, isVertical);
+
+ // -- Making parallelogram sdf (diagonal moves) ---
+ float topVertexFlag = getTopVertexFlag(currentCursor.xy, previousCursor.xy);
+ float bottomVertexFlag = 1.0 - topVertexFlag;
+ vec2 v0 = vec2(currentCursor.x + currentCursor.z * topVertexFlag, currentCursor.y - currentCursor.w);
+ vec2 v1 = vec2(currentCursor.x + currentCursor.z * bottomVertexFlag, currentCursor.y);
+ vec2 v2_full = vec2(previousCursor.x + currentCursor.z * bottomVertexFlag, previousCursor.y);
+ vec2 v3_full = vec2(previousCursor.x + currentCursor.z * topVertexFlag, previousCursor.y - previousCursor.w);
+
+ vec2 v2_start = mix(v1, v2_full, TRAIL_LENGTH);
+ vec2 v3_start = mix(v0, v3_full, TRAIL_LENGTH);
+ vec2 v2_anim = mix(v2_start, v1, shrinkFactor);
+ vec2 v3_anim = mix(v3_start, v0, shrinkFactor);
+
+ float sdfTrail_diag = getSdfParallelogram(vu, v0, v1, v2_anim, v3_anim);
+
+ // --- Making rectangle sdf (straight moves) ---
+ vec2 min_center = min(centerCP, centerCC);
+ vec2 max_center = max(centerCP, centerCC);
+
+ vec2 bBoxSize_full = (max_center - min_center) + currentCursor.zw;
+ vec2 bBoxCenter_full = (min_center + max_center) * 0.5;
+
+ vec2 bBoxSize_start = mix(currentCursor.zw, bBoxSize_full, TRAIL_LENGTH);
+ vec2 bBoxCenter_start = mix(centerCC, bBoxCenter_full, TRAIL_LENGTH);
+
+ vec2 animSize = mix(bBoxSize_start, currentCursor.zw, shrinkFactor);
+ vec2 animCenter = mix(bBoxCenter_start, centerCC, shrinkFactor);
+
+ float sdfTrail_rect = getSdfRectangle(vu, animCenter, animSize * 0.5);
+
+ // -- Selecting and drawing the trail sdf --
+ float sdfTrail = mix(sdfTrail_diag, sdfTrail_rect, isStraightMove);
+
+ vec4 trail = TRAIL_COLOR;
+ float trailAlpha = antialising(sdfTrail);
+ newColor = mix(newColor, trail, trailAlpha);
+
+ // Punch hole
+ newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
+ }
+
+
+ fragColor = newColor;
+}