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path: root/ghostty/shaders/sonic_boom_cursor.glsl
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-rw-r--r--ghostty/shaders/sonic_boom_cursor.glsl148
1 files changed, 0 insertions, 148 deletions
diff --git a/ghostty/shaders/sonic_boom_cursor.glsl b/ghostty/shaders/sonic_boom_cursor.glsl
deleted file mode 100644
index 39355d1..0000000
--- a/ghostty/shaders/sonic_boom_cursor.glsl
+++ /dev/null
@@ -1,148 +0,0 @@
-// 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);
- }
-}