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// Test shader for iTimeFocus and iFocus
// Shows border when focused, green fade that restarts on each focus gain
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
// Sample the terminal content
vec4 terminal = texture2D(iChannel0, uv);
vec3 color = terminal.rgb;
if (iFocus > 0) {
// FOCUSED: Add border and fading green overlay
// Calculate time since focus was gained
float timeSinceFocus = iTime - iTimeFocus;
// Green fade: starts at 1.0 (full green), fades to 0.0 over 3 seconds
float fadeOut = max(0.0, 1.0 - (timeSinceFocus / 3.0));
// Add green overlay that fades out
color = mix(color, vec3(0.0, 1.0, 0.0), fadeOut * 0.4);
// Add border (5 pixels)
float borderSize = 5.0;
vec2 pixelCoord = fragCoord;
bool isBorder = pixelCoord.x < borderSize ||
pixelCoord.x > iResolution.x - borderSize ||
pixelCoord.y < borderSize ||
pixelCoord.y > iResolution.y - borderSize;
if (isBorder) {
// Bright cyan border that pulses subtly
float pulse = sin(timeSinceFocus * 2.0) * 0.1 + 0.9;
color = vec3(0.0, 1.0, 1.0) * pulse;
}
} else {
// UNFOCUSED: Solid red overlay (no border)
color = mix(color, vec3(1.0, 0.0, 0.0), 0.3);
}
fragColor = vec4(color, 1.0);
}
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