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-rw-r--r--config/ghostty/shader.glsl142
1 files changed, 142 insertions, 0 deletions
diff --git a/config/ghostty/shader.glsl b/config/ghostty/shader.glsl
new file mode 100644
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+++ b/config/ghostty/shader.glsl
@@ -0,0 +1,142 @@
+// Based on https://gist.github.com/chardskarth/95874c54e29da6b5a36ab7b50ae2d088
+float ease(float x) {
+ return pow(1.0 - x, 10.0);
+}
+
+float sdBox(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);
+}
+
+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 blend(float t)
+{
+ float sqr = t * t;
+ return sqr / (2.0 * (sqr - t) + 1.0);
+}
+
+float antialising(float distance) {
+ return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
+}
+
+float determineStartVertexFactor(vec2 a, vec2 b) {
+ // Conditions using step
+ 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.));
+}
+
+const vec4 TRAIL_COLOR = vec4(1.0, 0.725, 0.161, 1.0); // yellow
+const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR;
+const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR;
+const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0., 0., 1.0); // red-orange
+const float DURATION = .5;
+const float OPACITY = .2;
+// Don't draw trail within that distance * cursor size.
+// This prevents trails from appearing when typing.
+const float DRAW_THRESHOLD = 1.5;
+// Don't draw trails within the same line: same line jumps are usually where
+// people expect them.
+const bool HIDE_TRAILS_ON_THE_SAME_LINE = false;
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord)
+{
+ #if !defined(WEB)
+ fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
+ #endif
+ //Normalization for fragCoord to a space of -1 to 1;
+ vec2 vu = normalize(fragCoord, 1.);
+ vec2 offsetFactor = vec2(-.5, 0.5);
+
+ //Normalization for cursor position and size;
+ //cursor xy has the postion in a space of -1 to 1;
+ //zw has the width and height
+ vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
+ vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
+
+ //When drawing a parellelogram between cursors for the trail i need to determine where to start at the top-left or top-right vertex of the cursor
+ float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy);
+ float invertedVertexFactor = 1.0 - vertexFactor;
+
+ //Set every vertex of my parellogram
+ vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w);
+ vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y);
+ vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y);
+ vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w);
+
+ vec4 newColor = vec4(fragColor);
+
+ float progress = blend(clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1));
+ float easedProgress = ease(progress);
+
+ //Distance between cursors determine the total length of the parallelogram;
+ vec2 centerCC = getRectangleCenter(currentCursor);
+ vec2 centerCP = getRectangleCenter(previousCursor);
+ float cursorSize = max(currentCursor.z, currentCursor.w);
+ float trailThreshold = DRAW_THRESHOLD * cursorSize;
+ float lineLength = distance(centerCC, centerCP);
+ //
+ bool isFarEnough = lineLength > trailThreshold;
+ bool isOnSeparateLine = HIDE_TRAILS_ON_THE_SAME_LINE ? currentCursor.y != previousCursor.y : true;
+ if (isFarEnough && isOnSeparateLine) {
+ float distanceToEnd = distance(vu.xy, centerCC);
+ float alphaModifier = distanceToEnd / (lineLength * (easedProgress));
+
+ if (alphaModifier > 1.0) { // this change fixed it for me.
+ alphaModifier = 1.0;
+ }
+
+ float sdfCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
+ float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3);
+
+ newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(sdfTrail, -0.01, 0.001));
+ newColor = mix(newColor, TRAIL_COLOR, antialising(sdfTrail));
+ newColor = mix(fragColor, newColor, 1.0 - alphaModifier);
+ fragColor = mix(newColor, fragColor, step(sdfCursor, 0));
+ }
+}