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-rw-r--r--ghostty/config1
-rw-r--r--ghostty/shaders/README.md89
-rw-r--r--ghostty/shaders/cursor_sweep.glsl216
-rw-r--r--ghostty/shaders/cursor_tail.glsl234
-rw-r--r--ghostty/shaders/cursor_warp.glsl303
-rw-r--r--ghostty/shaders/rectangle_boom_cursor.glsl154
-rw-r--r--ghostty/shaders/ripple_cursor.glsl132
-rw-r--r--ghostty/shaders/ripple_rectangle_cursor.glsl138
-rw-r--r--ghostty/shaders/sonic_boom_cursor.glsl148
9 files changed, 1415 insertions, 0 deletions
diff --git a/ghostty/config b/ghostty/config
index 9bd97b4..b001384 100644
--- a/ghostty/config
+++ b/ghostty/config
@@ -1,3 +1,4 @@
theme = Gruvbox Dark
font-family = JetBrainsMono Nerd Font NL
fullscreen
+custom-shader = shaders/cursor_sweep.glsl
diff --git a/ghostty/shaders/README.md b/ghostty/shaders/README.md
new file mode 100644
index 0000000..8f80a89
--- /dev/null
+++ b/ghostty/shaders/README.md
@@ -0,0 +1,89 @@
+# 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
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;
+}
diff --git a/ghostty/shaders/cursor_tail.glsl b/ghostty/shaders/cursor_tail.glsl
new file mode 100644
index 0000000..0937138
--- /dev/null
+++ b/ghostty/shaders/cursor_tail.glsl
@@ -0,0 +1,234 @@
+// -- CONFIGURATION --
+vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5);
+const float DURATION = 0.09; // in seconds
+const float MAX_TRAIL_LENGTH = 0.2;
+const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor width)
+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 p, in vec2 xy, in vec2 b)
+{
+ vec2 d = abs(p - xy) - b;
+ 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 determineIfTopRightIsLeading(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);
+
+ vec2 delta = centerCP - centerCC;
+ float lineLength = length(delta);
+
+ float sdfCurrentCursor = getSdfRectangle(vu, centerCC, currentCursor.zw * 0.5);
+
+ vec4 newColor = vec4(fragColor);
+
+ float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE;
+ float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
+ if (lineLength > minDist) {
+ // ANIMATION logic
+
+ float head_eased = 0.0;
+ float tail_eased = 0.0;
+
+ float tail_delay_factor = MAX_TRAIL_LENGTH / lineLength;
+
+ float isLongMove = step(MAX_TRAIL_LENGTH, lineLength);
+
+ float head_eased_short = ease(progress);
+ float tail_eased_short = ease(smoothstep(tail_delay_factor, 1.0, progress));
+ float head_eased_long = 1.0;
+ float tail_eased_long = ease(progress);
+
+ head_eased = mix(head_eased_long, head_eased_short, isLongMove);
+ tail_eased = mix(tail_eased_long, tail_eased_short, isLongMove);
+
+ // detect straight moves
+ vec2 delta_abs = abs(centerCC - centerCP);
+ float threshold = 0.001;
+ float isHorizontal = step(delta_abs.y, threshold);
+ float isVertical = step(delta_abs.x, threshold);
+ float isStraightMove = max(isHorizontal, isVertical);
+
+ // -- Making the parallelogram sdf (diagonal move) --
+
+ // animate the TOP-LEFT corners
+ vec2 head_pos_tl = mix(previousCursor.xy, currentCursor.xy, head_eased);
+ vec2 tail_pos_tl = mix(previousCursor.xy, currentCursor.xy, tail_eased);
+
+ float isTopRightLeading = determineIfTopRightIsLeading(currentCursor.xy, previousCursor.xy);
+ float isBottomLeftLeading = 1.0 - isTopRightLeading;
+
+ // v0, v1 : "front" of the trail (head)
+ vec2 v0 = vec2(head_pos_tl.x + currentCursor.z * isTopRightLeading, head_pos_tl.y - currentCursor.w);
+ vec2 v1 = vec2(head_pos_tl.x + currentCursor.z * isBottomLeftLeading, head_pos_tl.y);
+
+ // v2, v3: "back" of the trail (tail)
+ vec2 v2 = vec2(tail_pos_tl.x + currentCursor.z * isBottomLeftLeading, tail_pos_tl.y);
+ vec2 v3 = vec2(tail_pos_tl.x + currentCursor.z * isTopRightLeading, tail_pos_tl.y - previousCursor.w);
+
+ float sdfTrail_diag = getSdfParallelogram(vu, v0, v1, v2, v3);
+
+ // -- Making the rectangle sdf (straight move) --
+
+ vec2 head_center = mix(centerCP, centerCC, head_eased);
+ vec2 tail_center = mix(centerCP, centerCC, tail_eased);
+
+ vec2 min_center = min(head_center, tail_center);
+ vec2 max_center = max(head_center, tail_center);
+
+ vec2 box_size = (max_center - min_center) + currentCursor.zw;
+ vec2 box_center = (min_center + max_center) * 0.5;
+
+ float sdfTrail_rect = getSdfRectangle(vu, box_center, box_size * 0.5);
+
+ // -- FINAL SELECTING AND DRAWING --
+ 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;
+}
diff --git a/ghostty/shaders/cursor_warp.glsl b/ghostty/shaders/cursor_warp.glsl
new file mode 100644
index 0000000..08f3f77
--- /dev/null
+++ b/ghostty/shaders/cursor_warp.glsl
@@ -0,0 +1,303 @@
+// --- CONFIGURATION ---
+vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5);
+const float DURATION = 0.2; // total animation time
+const float TRAIL_SIZE = 0.8; // 0.0 = all corners move together. 1.0 = max smear (leading corners jump instantly)
+const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor height)
+const float BLUR = 1.0; // blur size in pixels (for antialiasing)
+const float TRAIL_THICKNESS = 1.0; // 1.0 = full cursor height, 0.0 = zero height, >1.0 = funky aah
+const float TRAIL_THICKNESS_X = 0.9;
+
+const float FADE_ENABLED = 0.0; // 1.0 to enable fade gradient along the trail, 0.0 to disable
+const float FADE_EXPONENT = 5.0; // exponent for fade gradient along the trail
+
+// --- 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 p, in vec2 xy, in vec2 b)
+{
+ vec2 d = abs(p - xy) - b;
+ 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 getSdfConvexQuad(in vec2 p, in vec2 v1, in vec2 v2, in vec2 v3, in vec2 v4) {
+ float s = 1.0;
+ float d = dot(p - v1, p - v1);
+
+ d = seg(p, v1, v2, s, d);
+ d = seg(p, v2, v3, s, d);
+ d = seg(p, v3, v4, s, d);
+ d = seg(p, v4, v1, 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, float blurAmount) {
+ return 1. - smoothstep(0., normalize(vec2(blurAmount, blurAmount), 0.).x, distance);
+}
+
+// Determines animation duration based on a corner's alignment with the move direction(dot product)
+// dot_val will be in [-2, 2]
+// > 0.5 (1 or 2) = Leading
+// > -0.5 (0) = Side
+// <= -0.5 (-1 or -2) = Trailing
+float getDurationFromDot(float dot_val, float DURATION_LEAD, float DURATION_SIDE, float DURATION_TRAIL) {
+ float isLead = step(0.5, dot_val);
+ float isSide = step(-0.5, dot_val) * (1.0 - isLead);
+
+ // Start with trailing duration
+ float duration = mix(DURATION_TRAIL, DURATION_SIDE, isSide);
+ // Mix in leading duration
+ duration = mix(duration, DURATION_LEAD, isLead);
+ return duration;
+}
+
+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 halfSizeCC = currentCursor.zw * 0.5;
+ vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor);
+ vec2 halfSizeCP = previousCursor.zw * 0.5;
+
+ float sdfCurrentCursor = getSdfRectangle(vu, centerCC, halfSizeCC);
+
+ float lineLength = distance(centerCC, centerCP);
+ float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE;
+
+ vec4 newColor = vec4(fragColor);
+
+ float baseProgress = iTime - iTimeCursorChange;
+
+ if (lineLength > minDist && baseProgress < DURATION - 0.001) {
+ // defining corners of cursors
+
+ // Y (Height) with TRAIL_THICKNESS
+ float cc_half_height = currentCursor.w * 0.5;
+ float cc_center_y = currentCursor.y - cc_half_height;
+ float cc_new_half_height = cc_half_height * TRAIL_THICKNESS;
+ float cc_new_top_y = cc_center_y + cc_new_half_height;
+ float cc_new_bottom_y = cc_center_y - cc_new_half_height;
+
+ // X (Width) with TRAIL_THICKNESS
+ float cc_half_width = currentCursor.z * 0.5;
+ float cc_center_x = currentCursor.x + cc_half_width;
+ float cc_new_half_width = cc_half_width * TRAIL_THICKNESS_X;
+ float cc_new_left_x = cc_center_x - cc_new_half_width;
+ float cc_new_right_x = cc_center_x + cc_new_half_width;
+
+ vec2 cc_tl = vec2(cc_new_left_x, cc_new_top_y);
+ vec2 cc_tr = vec2(cc_new_right_x, cc_new_top_y);
+ vec2 cc_bl = vec2(cc_new_left_x, cc_new_bottom_y);
+ vec2 cc_br = vec2(cc_new_right_x, cc_new_bottom_y);
+
+ // same thing for previous cursor
+ float cp_half_height = previousCursor.w * 0.5;
+ float cp_center_y = previousCursor.y - cp_half_height;
+ float cp_new_half_height = cp_half_height * TRAIL_THICKNESS;
+ float cp_new_top_y = cp_center_y + cp_new_half_height;
+ float cp_new_bottom_y = cp_center_y - cp_new_half_height;
+
+ float cp_half_width = previousCursor.z * 0.5;
+ float cp_center_x = previousCursor.x + cp_half_width;
+ float cp_new_half_width = cp_half_width * TRAIL_THICKNESS_X;
+ float cp_new_left_x = cp_center_x - cp_new_half_width;
+ float cp_new_right_x = cp_center_x + cp_new_half_width;
+
+ vec2 cp_tl = vec2(cp_new_left_x, cp_new_top_y);
+ vec2 cp_tr = vec2(cp_new_right_x, cp_new_top_y);
+ vec2 cp_bl = vec2(cp_new_left_x, cp_new_bottom_y);
+ vec2 cp_br = vec2(cp_new_right_x, cp_new_bottom_y);
+
+ // calculating durations for every corner
+ const float DURATION_TRAIL = DURATION;
+ const float DURATION_LEAD = DURATION * (1.0 - TRAIL_SIZE);
+ const float DURATION_SIDE = (DURATION_LEAD + DURATION_TRAIL) / 2.0;
+
+ vec2 moveVec = centerCC - centerCP;
+ vec2 s = sign(moveVec);
+
+ // dot products for each corner, determining alignment with movement direction
+ float dot_tl = dot(vec2(-1., 1.), s);
+ float dot_tr = dot(vec2( 1., 1.), s);
+ float dot_bl = dot(vec2(-1.,-1.), s);
+ float dot_br = dot(vec2( 1.,-1.), s);
+
+ // assign durations based on dot products
+ float dur_tl = getDurationFromDot(dot_tl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
+ float dur_tr = getDurationFromDot(dot_tr, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
+ float dur_bl = getDurationFromDot(dot_bl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
+ float dur_br = getDurationFromDot(dot_br, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
+
+ // check direction of horizontal movement
+ float isMovingRight = step(0.5, s.x);
+ float isMovingLeft = step(0.5, -s.x);
+
+ // calculate vertical-rail durations
+ float dot_right_edge = (dot_tr + dot_br) * 0.5;
+ float dur_right_rail = getDurationFromDot(dot_right_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
+
+ float dot_left_edge = (dot_tl + dot_bl) * 0.5;
+ float dur_left_rail = getDurationFromDot(dot_left_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
+
+ float final_dur_tl = mix(dur_tl, dur_left_rail, isMovingLeft);
+ float final_dur_bl = mix(dur_bl, dur_left_rail, isMovingLeft);
+
+ float final_dur_tr = mix(dur_tr, dur_right_rail, isMovingRight);
+ float final_dur_br = mix(dur_br, dur_right_rail, isMovingRight);
+
+ // calculate progress for each corner based on the duration and time since cursor change
+ float prog_tl = ease(clamp(baseProgress / final_dur_tl, 0.0, 1.0));
+ float prog_tr = ease(clamp(baseProgress / final_dur_tr, 0.0, 1.0));
+ float prog_bl = ease(clamp(baseProgress / final_dur_bl, 0.0, 1.0));
+ float prog_br = ease(clamp(baseProgress / final_dur_br, 0.0, 1.0));
+
+ // get the trial corner positions based on progress
+ vec2 v_tl = mix(cp_tl, cc_tl, prog_tl);
+ vec2 v_tr = mix(cp_tr, cc_tr, prog_tr);
+ vec2 v_br = mix(cp_br, cc_br, prog_br);
+ vec2 v_bl = mix(cp_bl, cc_bl, prog_bl);
+
+ // DRAWING THE TRAIL
+ float sdfTrail = getSdfConvexQuad(vu, v_tl, v_tr, v_br, v_bl);
+
+ // --- FADE GRADIENT CALCULATION ---
+ vec2 fragVec = vu - centerCP;
+
+ // project fragment onto movement vector, normalize to [0, 1]
+ // 0.0 at tail, 1.0 at head
+ // tiny epsilon to avoid division by zero if moveVec is (0,0)
+ float fadeProgress = clamp(dot(fragVec, moveVec) / (dot(moveVec, moveVec) + 1e-6), 0.0, 1.0);
+
+ vec4 trail = TRAIL_COLOR;
+
+ float effectiveBlur = BLUR;
+ if (BLUR < 2.5) {
+ // no antialising on horizontal/vertical movement, fixes 'pulse' like thing on end cursor
+ float isDiagonal = abs(s.x) * abs(s.y); // 1.0 if diagonal, 0.0 if H/V
+ float effectiveBlur = mix(0.0, BLUR, isDiagonal);
+ }
+ float shapeAlpha = antialising(sdfTrail, effectiveBlur); // shape mask
+
+ if (FADE_ENABLED > 0.5) {
+ // apply fade gradient along the trail
+ // float fadeStart = 0.2;
+ // float easedProgress = smoothstep(fadeStart, 1.0, fadeProgress);
+ // easedProgress = pow(2.0, 10.0 * (fadeProgress - 1.0));
+ float easedProgress = pow(fadeProgress, FADE_EXPONENT);
+ trail.a *= easedProgress;
+ }
+
+ float finalAlpha = trail.a * shapeAlpha;
+
+ // newColor.a to preserve the background alpha.
+ newColor = mix(newColor, vec4(trail.rgb, newColor.a), finalAlpha);
+
+ // punch hole on the trail, so current cursor is drawn on top
+ newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
+
+ }
+
+ fragColor = newColor;
+}
diff --git a/ghostty/shaders/rectangle_boom_cursor.glsl b/ghostty/shaders/rectangle_boom_cursor.glsl
new file mode 100644
index 0000000..afe26e3
--- /dev/null
+++ b/ghostty/shaders/rectangle_boom_cursor.glsl
@@ -0,0 +1,154 @@
+// CONFIGURATION
+const float DURATION = 0.15; // How long the ripple animates (seconds)
+const float MAX_SIZE = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height)
+const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
+vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
+const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
+const float BLUR = 3.0; // Blur level in pixels
+
+// Easing functions
+float easeOutQuad(float t) {
+ return 1.0 - (1.0 - t) * (1.0 - t);
+}
+float easeInOutQuad(float t) {
+ return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
+}
+float easeOutCubic(float t) {
+ return 1.0 - pow(1.0 - t, 3.0);
+}
+float easeOutQuart(float t) {
+ return 1.0 - pow(1.0 - t, 4.0);
+}
+float easeOutQuint(float t) {
+ return 1.0 - pow(1.0 - t, 5.0);
+}
+float easeOutExpo(float t) {
+ return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
+}
+float easeOutCirc(float t) {
+ return sqrt(1.0 - pow(t - 1.0, 2.0));
+}
+float easeOutSine(float t) {
+ return sin((t * 3.1415916) / 2.0);
+}
+float easeOutElastic(float t) {
+ const float c4 = (2.0 * 3.1415916) / 3.0;
+ return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
+}
+float easeOutBounce(float t) {
+ const float n1 = 7.5625;
+ const float d1 = 2.75;
+ if (t < 1.0 / d1) {
+ return n1 * t * t;
+ } else if (t < 2.0 / d1) {
+ return n1 * (t -= 1.5 / d1) * t + 0.75;
+ } else if (t < 2.5 / d1) {
+ return n1 * (t -= 2.25 / d1) * t + 0.9375;
+ } else {
+ return n1 * (t -= 2.625 / d1) * t + 0.984375;
+ }
+}
+float easeOutBack(float t) {
+ const float c1 = 1.70158;
+ const float c3 = c1 + 1.0;
+ return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
+}
+
+// Pulse fade functions
+float smoothstepPulse(float t) {
+ return 4.0 * t * (1.0 - t);
+}
+float easeOutPulse(float t) {
+ return t * (2.0 - t);
+}
+float powerCurvePulse(float t) {
+ float x = t * 2.0 - 1.0;
+ return 1.0 - x * x;
+}
+float doubleSmoothstepPulse(float t) {
+ return smoothstep(0.0, 0.5, t) * (1.0 - smoothstep(0.5, 1.0, t));
+}
+float exponentialDecayPulse(float t) {
+ return exp(-3.0 * t) * sin(t * 3.1415916);
+}
+float sinPulse(float t) {
+ return sin(t * 3.1415916);
+}
+
+vec2 normalize(vec2 value, float isPosition) {
+ return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
+}
+
+float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b){
+ vec2 d = abs(p - xy) - b;
+ return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord){
+ #if !defined(WEB)
+ fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
+ #endif
+
+ // Normalization & setup (-1 to 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);
+
+ float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
+
+ // check for significant width change
+ float widthChange = abs(currentCursor.z - previousCursor.z);
+ float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
+ float isModeChange = step(widthThresholdNorm, widthChange);
+
+
+ // ANIMATION
+ float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
+ // don't clamp yet; we need to know if it's > 1.0 (finished)
+ float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
+
+ // WHY NOT BRANCHLESS??? here ya go:
+ // because we NEVER have divergence, even in this if/else branchfull logic
+ // why? because its UNIFORM branching (ie, all fragments take the same path) which modern GPUs handles efficiently
+ // its far more efficient than calculating the ripple EVERY FRAME even when not needed(branchless)
+ if (isModeChange > 0.0 && isAnimating > 0.0) {
+ // float easedProgress = rippleProgress;
+ // float easedProgress = easeOutQuad(rippleProgress);
+ // float easedProgress = easeInOutQuad(rippleProgress);
+ // float easedProgress = easeOutCubic(rippleProgress);
+ // float easedProgress = easeOutQuart(rippleProgress);
+ // float easedProgress = easeOutQuint(rippleProgress);
+ // float easedProgress = easeOutExpo(rippleProgress);
+ float easedProgress = easeOutCirc(rippleProgress);
+ // float easedProgress = easeOutSine(rippleProgress);
+ // float easedProgress = easeOutBack(rippleProgress);
+
+ // easedProgress = clamp(easedProgress, 0.0, 1.0);
+
+ // RIPPLE CALCULATION
+ float rippleExpansion = easedProgress * MAX_SIZE;
+
+ // float fade = 1.0; // no fade
+ // float fade = 1.0 - easedProgress; // linear fade
+ // float fade = 1.0 - smoothstepPulse(rippleProgress);
+ float fade = 1.0 - easeOutPulse(rippleProgress);
+ // float fade = 1.0 - powerCurvePulse(rippleProgress);
+ // float fade = doubleSmoothstepPulse(rippleProgress);
+ // float fade = exponentialDecayPulse(rippleProgress);
+ // float fade = sinPulse(rippleProgress);
+
+ vec2 halfSizeCC = vec2(currentCursor.z, currentCursor.w) * 0.5 + vec2(rippleExpansion);
+ float sdfRectRing = getSdfRectangle(vu, centerCC, halfSizeCC);
+
+ // Antialias (1-pixel width in normalized coords)
+ float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
+ float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRectRing)) * fade;
+ // Apply ripple effect
+ fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
+ }
+ // else: do nothing, keep original fragColor
+}
diff --git a/ghostty/shaders/ripple_cursor.glsl b/ghostty/shaders/ripple_cursor.glsl
new file mode 100644
index 0000000..1ca5a7e
--- /dev/null
+++ b/ghostty/shaders/ripple_cursor.glsl
@@ -0,0 +1,132 @@
+// CONFIGURATION
+const float DURATION = 0.15; // How long the ripple animates (seconds)
+const float MAX_RADIUS = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height)
+const float RING_THICKNESS = 0.02; // Ring width in normalized coords
+const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
+vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
+const float BLUR = 3.0; // Blur level in pixels
+const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
+
+
+// Easing functions
+float easeOutQuad(float t) {
+ return 1.0 - (1.0 - t) * (1.0 - t);
+}
+float easeInOutQuad(float t) {
+ return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
+}
+float easeOutCubic(float t) {
+ return 1.0 - pow(1.0 - t, 3.0);
+}
+float easeOutQuart(float t) {
+ return 1.0 - pow(1.0 - t, 4.0);
+}
+float easeOutQuint(float t) {
+ return 1.0 - pow(1.0 - t, 5.0);
+}
+float easeOutExpo(float t) {
+ return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
+}
+float easeOutCirc(float t) {
+ return sqrt(1.0 - pow(t - 1.0, 2.0));
+}
+float easeOutSine(float t) {
+ return sin((t * 3.1415916) / 2.0);
+}
+float easeOutElastic(float t) {
+ const float c4 = (2.0 * 3.1415916) / 3.0;
+ return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
+}
+float easeOutBounce(float t) {
+ const float n1 = 7.5625;
+ const float d1 = 2.75;
+ if (t < 1.0 / d1) {
+ return n1 * t * t;
+ } else if (t < 2.0 / d1) {
+ return n1 * (t -= 1.5 / d1) * t + 0.75;
+ } else if (t < 2.5 / d1) {
+ return n1 * (t -= 2.25 / d1) * t + 0.9375;
+ } else {
+ return n1 * (t -= 2.625 / d1) * t + 0.984375;
+ }
+}
+float easeOutBack(float t) {
+ const float c1 = 1.70158;
+ const float c3 = c1 + 1.0;
+ return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
+}
+
+// Pulse fade functions
+float easeOutPulse(float t) {
+ return t * (2.0 - t);
+}
+float exponentialDecayPulse(float t) {
+ return exp(-3.0 * t) * sin(t * 3.1415916);
+}
+
+vec2 normalize(vec2 value, float isPosition) {
+ return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord){
+ #if !defined(WEB)
+ fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
+ #endif
+
+ // Normalization & setup (-1 to 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);
+
+ float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
+
+ // check for significant width change
+ float widthChange = abs(currentCursor.z - previousCursor.z);
+ float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
+ float isModeChange = step(widthThresholdNorm, widthChange);
+
+
+ // ANIMATION
+ float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
+ // don't clamp yet; we need to know if it's > 1.0 (finished)
+ float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
+
+ if (isModeChange > 0.0 && isAnimating > 0.0) {
+ // Apply easing to progress
+ // float easedProgress = rippleProgress;
+ // float easedProgress = easeOutQuad(rippleProgress);
+ // float easedProgress = easeInOutQuad(rippleProgress);
+ // float easedProgress = easeOutCubic(rippleProgress);
+ // float easedProgress = easeOutQuart(rippleProgress);
+ // float easedProgress = easeOutQuint(rippleProgress);
+ // float easedProgress = easeOutExpo(rippleProgress);
+ float easedProgress = easeOutCirc(rippleProgress);
+ // float easedProgress = easeOutSine(rippleProgress);
+ // float easedProgress = easeOutBack(rippleProgress);
+
+ // RIPPLE CALCULATION
+ float rippleRadius = easedProgress * MAX_RADIUS;
+
+ // float fade = 1.0; // no fade
+ // float fade = 1.0 - easedProgress; // linear fade
+ float fade = 1.0 - easeOutPulse(rippleProgress);
+ // float fade = 1.0 - exponentialDecayPulse(rippleProgress);
+
+ // Calculate distance from frag to cursor center
+ float dist = distance(vu, centerCC);
+
+ float sdfRing = abs(dist - rippleRadius) - RING_THICKNESS * 0.5;
+
+ // Antialias (1-pixel width in normalized coords)
+ float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
+ float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRing)) * fade;
+
+ // Apply ripple effect
+ fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
+ }
+ // else: do nothing, keep original fragColor
+}
diff --git a/ghostty/shaders/ripple_rectangle_cursor.glsl b/ghostty/shaders/ripple_rectangle_cursor.glsl
new file mode 100644
index 0000000..7b1aa34
--- /dev/null
+++ b/ghostty/shaders/ripple_rectangle_cursor.glsl
@@ -0,0 +1,138 @@
+// CONFIGURATION
+const float DURATION = 0.15; // How long the ripple animates (seconds)
+const float MAX_SIZE = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height)
+const float RING_THICKNESS = 0.02; // Ring width in normalized coords
+const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
+vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
+const float BLUR = 1.0; // Blur level in pixels
+const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
+
+
+// Easing functions
+float easeOutQuad(float t) {
+ return 1.0 - (1.0 - t) * (1.0 - t);
+}
+float easeInOutQuad(float t) {
+ return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
+}
+float easeOutCubic(float t) {
+ return 1.0 - pow(1.0 - t, 3.0);
+}
+float easeOutQuart(float t) {
+ return 1.0 - pow(1.0 - t, 4.0);
+}
+float easeOutQuint(float t) {
+ return 1.0 - pow(1.0 - t, 5.0);
+}
+float easeOutExpo(float t) {
+ return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
+}
+float easeOutCirc(float t) {
+ return sqrt(1.0 - pow(t - 1.0, 2.0));
+}
+float easeOutSine(float t) {
+ return sin((t * 3.1415916) / 2.0);
+}
+float easeOutElastic(float t) {
+ const float c4 = (2.0 * 3.1415916) / 3.0;
+ return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
+}
+float easeOutBounce(float t) {
+ const float n1 = 7.5625;
+ const float d1 = 2.75;
+ if (t < 1.0 / d1) {
+ return n1 * t * t;
+ } else if (t < 2.0 / d1) {
+ return n1 * (t -= 1.5 / d1) * t + 0.75;
+ } else if (t < 2.5 / d1) {
+ return n1 * (t -= 2.25 / d1) * t + 0.9375;
+ } else {
+ return n1 * (t -= 2.625 / d1) * t + 0.984375;
+ }
+}
+float easeOutBack(float t) {
+ const float c1 = 1.70158;
+ const float c3 = c1 + 1.0;
+ return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
+}
+
+// Pulse fade functions
+float easeOutPulse(float t) {
+ return t * (2.0 - t);
+}
+float exponentialDecayPulse(float t) {
+ return exp(-3.0 * t) * sin(t * 3.1415916);
+}
+
+vec2 normalize(vec2 value, float isPosition) {
+ return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
+}
+
+float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b){
+ vec2 d = abs(p - xy) - b;
+ return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord){
+ #if !defined(WEB)
+ fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
+ #endif
+
+ // Normalization & setup (-1 to 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);
+
+ float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
+
+ // check for significant width change
+ float widthChange = abs(currentCursor.z - previousCursor.z);
+ float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
+ float isModeChange = step(widthThresholdNorm, widthChange);
+
+
+ // ANIMATION
+ float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
+ // don't clamp yet; we need to know if it's > 1.0 (finished)
+ float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
+
+ if (isModeChange > 0.0 && isAnimating > 0.0) {
+ // Apply easing to progress
+ // float easedProgress = rippleProgress;
+ // float easedProgress = easeOutQuad(rippleProgress);
+ // float easedProgress = easeInOutQuad(rippleProgress);
+ // float easedProgress = easeOutCubic(rippleProgress);
+ // float easedProgress = easeOutQuart(rippleProgress);
+ // float easedProgress = easeOutQuint(rippleProgress);
+ // float easedProgress = easeOutExpo(rippleProgress);
+ float easedProgress = easeOutCirc(rippleProgress);
+ // float easedProgress = easeOutSine(rippleProgress);
+ // float easedProgress = easeOutBack(rippleProgress);
+
+ // RIPPLE CALCULATION
+ float rippleExpansion = easedProgress * MAX_SIZE;
+
+ // float fade = 1.0; // no fade
+ // float fade = 1.0 - easedProgress; // linear fade
+ float fade = 1.0 - easeOutPulse(rippleProgress);
+ // float fade = 1.0 - exponentialDecayPulse(rippleProgress);
+
+ // Calculate distance from frag to cursor center
+ // float dist = distance(vu, centerCC);
+
+ // float sdfRing = abs(dist - rippleExpansion) - RING_THICKNESS * 0.5;
+ vec2 halfSizeCC = vec2(currentCursor.z, currentCursor.w) * 0.5 + vec2(rippleExpansion);
+ float sdfRectRing = abs(getSdfRectangle(vu, centerCC, halfSizeCC)) - RING_THICKNESS * 0.5;
+ // Antialias (1-pixel width in normalized coords)
+ float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
+ float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRectRing)) * fade;
+
+ // Apply ripple effect
+ fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
+ }
+ // else: do nothing, keep original fragColor
+}
diff --git a/ghostty/shaders/sonic_boom_cursor.glsl b/ghostty/shaders/sonic_boom_cursor.glsl
new file mode 100644
index 0000000..39355d1
--- /dev/null
+++ b/ghostty/shaders/sonic_boom_cursor.glsl
@@ -0,0 +1,148 @@
+// CONFIGURATION
+const float DURATION = 0.15; // How long the ripple animates (seconds)
+const float MAX_RADIUS = 0.06; // Max radius in normalized coords (0.5 = 1/4 screen height)
+const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
+vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
+const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
+const float BLUR = 3.0; // Blur level in pixels
+
+
+// Easing functions
+float easeOutQuad(float t) {
+ return 1.0 - (1.0 - t) * (1.0 - t);
+}
+float easeInOutQuad(float t) {
+ return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
+}
+float easeOutCubic(float t) {
+ return 1.0 - pow(1.0 - t, 3.0);
+}
+float easeOutQuart(float t) {
+ return 1.0 - pow(1.0 - t, 4.0);
+}
+float easeOutQuint(float t) {
+ return 1.0 - pow(1.0 - t, 5.0);
+}
+float easeOutExpo(float t) {
+ return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
+}
+float easeOutCirc(float t) {
+ return sqrt(1.0 - pow(t - 1.0, 2.0));
+}
+float easeOutSine(float t) {
+ return sin((t * 3.1415916) / 2.0);
+}
+float easeOutElastic(float t) {
+ const float c4 = (2.0 * 3.1415916) / 3.0;
+ return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
+}
+float easeOutBounce(float t) {
+ const float n1 = 7.5625;
+ const float d1 = 2.75;
+ if (t < 1.0 / d1) {
+ return n1 * t * t;
+ } else if (t < 2.0 / d1) {
+ return n1 * (t -= 1.5 / d1) * t + 0.75;
+ } else if (t < 2.5 / d1) {
+ return n1 * (t -= 2.25 / d1) * t + 0.9375;
+ } else {
+ return n1 * (t -= 2.625 / d1) * t + 0.984375;
+ }
+}
+float easeOutBack(float t) {
+ const float c1 = 1.70158;
+ const float c3 = c1 + 1.0;
+ return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
+}
+
+// Pulse fade functions
+float smoothstepPulse(float t) {
+ return 4.0 * t * (1.0 - t);
+}
+float easeOutPulse(float t) {
+ return t * (2.0 - t);
+}
+float powerCurvePulse(float t) {
+ float x = t * 2.0 - 1.0;
+ return 1.0 - x * x;
+}
+float doubleSmoothstepPulse(float t) {
+ return smoothstep(0.0, 0.5, t) * (1.0 - smoothstep(0.5, 1.0, t));
+}
+float exponentialDecayPulse(float t) {
+ return exp(-3.0 * t) * sin(t * 3.1415916);
+}
+float sinPulse(float t) {
+ return sin(t * 3.1415916);
+}
+
+vec2 normalize(vec2 value, float isPosition) {
+ return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord){
+ #if !defined(WEB)
+ fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
+ #endif
+
+ // Normalization & setup (-1 to 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);
+
+ float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
+
+ // check for significant width change
+ float widthChange = abs(currentCursor.z - previousCursor.z);
+ float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
+ float isModeChange = step(widthThresholdNorm, widthChange);
+
+
+ // ANIMATION
+ float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
+ // don't clamp yet; we need to know if it's > 1.0 (finished)
+ float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
+
+ if (isModeChange > 0.0 && isAnimating > 0.0) {
+ // float easedProgress = rippleProgress;
+ // float easedProgress = easeOutQuad(rippleProgress);
+ // float easedProgress = easeInOutQuad(rippleProgress);
+ // float easedProgress = easeOutCubic(rippleProgress);
+ // float easedProgress = easeOutQuart(rippleProgress);
+ // float easedProgress = easeOutQuint(rippleProgress);
+ // float easedProgress = easeOutExpo(rippleProgress);
+ float easedProgress = easeOutCirc(rippleProgress);
+ // float easedProgress = easeOutSine(rippleProgress);
+ // float easedProgress = easeOutBack(rippleProgress);
+
+ // easedProgress = clamp(easedProgress, 0.0, 1.0);
+
+ // RIPPLE CALCULATION
+ float rippleRadius = easedProgress * MAX_RADIUS;
+
+ // float fade = 1.0; // no fade
+ // float fade = 1.0 - easedProgress; // linear fade
+ // float fade = 1.0 - smoothstepPulse(rippleProgress);
+ float fade = 1.0 - easeOutPulse(rippleProgress);
+ // float fade = 1.0 - powerCurvePulse(rippleProgress);
+ // float fade = doubleSmoothstepPulse(rippleProgress);
+ // float fade = exponentialDecayPulse(rippleProgress);
+ // float fade = sinPulse(rippleProgress);
+
+ // Calculate distance from frag to cursor center
+ float dist = distance(vu, centerCC);
+
+ float sdfCircle = dist - rippleRadius;
+
+ // Antialias (1-pixel width in normalized coords)
+ float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
+ float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfCircle)) * fade;
+
+ // Apply ripple effect
+ fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
+ }
+}