diff options
Diffstat (limited to 'ghostty/shaders')
| -rw-r--r-- | ghostty/shaders/README.md | 89 | ||||
| -rw-r--r-- | ghostty/shaders/cursor_sweep.glsl | 216 | ||||
| -rw-r--r-- | ghostty/shaders/cursor_tail.glsl | 234 | ||||
| -rw-r--r-- | ghostty/shaders/cursor_warp.glsl | 303 | ||||
| -rw-r--r-- | ghostty/shaders/rectangle_boom_cursor.glsl | 154 | ||||
| -rw-r--r-- | ghostty/shaders/ripple_cursor.glsl | 132 | ||||
| -rw-r--r-- | ghostty/shaders/ripple_rectangle_cursor.glsl | 138 | ||||
| -rw-r--r-- | ghostty/shaders/sonic_boom_cursor.glsl | 148 |
8 files changed, 0 insertions, 1414 deletions
diff --git a/ghostty/shaders/README.md b/ghostty/shaders/README.md deleted file mode 100644 index 8f80a89..0000000 --- a/ghostty/shaders/README.md +++ /dev/null @@ -1,89 +0,0 @@ -# Cursor shaders for ghostty -## WARNING: These are extremely customizable - -## Demos - -| Effect | Demo | -| -------- | ------ | -| Cursor Warp<br>(Neovide-like) |  | -| Cursor Sweep |  | -| Cursor Tail<br>(Kitty-like) |  | -| Ripple Cursor |  | -| Sonic Boom |  | -| Ripple Rectangle |  | -| Customized<br>(faded warp + ripple) |  | - -## 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 deleted file mode 100644 index 871f3d2..0000000 --- a/ghostty/shaders/cursor_sweep.glsl +++ /dev/null @@ -1,216 +0,0 @@ -// -- 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 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; -} diff --git a/ghostty/shaders/cursor_warp.glsl b/ghostty/shaders/cursor_warp.glsl deleted file mode 100644 index 08f3f77..0000000 --- a/ghostty/shaders/cursor_warp.glsl +++ /dev/null @@ -1,303 +0,0 @@ -// --- 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 deleted file mode 100644 index afe26e3..0000000 --- a/ghostty/shaders/rectangle_boom_cursor.glsl +++ /dev/null @@ -1,154 +0,0 @@ -// 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 deleted file mode 100644 index 1ca5a7e..0000000 --- a/ghostty/shaders/ripple_cursor.glsl +++ /dev/null @@ -1,132 +0,0 @@ -// 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 deleted file mode 100644 index 7b1aa34..0000000 --- a/ghostty/shaders/ripple_rectangle_cursor.glsl +++ /dev/null @@ -1,138 +0,0 @@ -// 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 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); - } -} |
