diff options
Diffstat (limited to 'ghostty/shaders/cursor_tail.glsl')
| -rw-r--r-- | ghostty/shaders/cursor_tail.glsl | 234 |
1 files changed, 0 insertions, 234 deletions
diff --git a/ghostty/shaders/cursor_tail.glsl b/ghostty/shaders/cursor_tail.glsl deleted file mode 100644 index 0937138..0000000 --- a/ghostty/shaders/cursor_tail.glsl +++ /dev/null @@ -1,234 +0,0 @@ -// -- 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; -} |
