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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, 0 insertions, 1415 deletions
diff --git a/ghostty/config b/ghostty/config
index 2c81bf9..9bd97b4 100644
--- a/ghostty/config
+++ b/ghostty/config
@@ -1,4 +1,3 @@
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
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_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
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);
- }
-}