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// -- 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;
}
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