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ghostty glsl
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7 files changed
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@@ -22,3 +22,5 @@
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!*.png
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!*.yml
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!*.json
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!*.glsl
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!*.py
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@@ -28,6 +28,8 @@ in
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imports = [
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config.flake.homeModules.home-base
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config.flake.homeModules.home-ghostty
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config.flake.homeModules.home-ghostty-shaders
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config.flake.homeModules.home-degauss-sound
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config.flake.homeModules.home-nushell
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config.flake.homeModules.home-nushell-bash-compat
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config.flake.homeModules.home-nushell-completions
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@@ -0,0 +1,173 @@
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///cursor-smear.glsl
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const float DURATION = 0.45;
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const float TRAIL_OPACITY = 0.65;
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void processEdge(vec2 p, vec2 a, vec2 b, inout float minDist, inout float inside) {
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vec2 edge = b - a;
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vec2 pa = p - a;
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float lenSq = dot(edge, edge);
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float invLenSq = 1.0 / lenSq;
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float t = clamp(dot(pa, edge) * invLenSq, 0.0, 1.0);
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vec2 diff = pa - edge * t;
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minDist = min(minDist, dot(diff, diff));
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float crossZ = edge.x * pa.y - edge.y * pa.x;
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inside = min(inside, step(0.0, crossZ));
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}
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// signed distance field for hexagon (negative inside, positive outside)
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float sdHexagon(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3, in vec2 v4, in vec2 v5) {
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float minDist = 1e20;
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float inside = 1.0;
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processEdge(p, v0, v1, minDist, inside);
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processEdge(p, v1, v2, minDist, inside);
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processEdge(p, v2, v3, minDist, inside);
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processEdge(p, v3, v4, minDist, inside);
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processEdge(p, v4, v5, minDist, inside);
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processEdge(p, v5, v0, minDist, inside);
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float dist = sqrt(max(minDist, 0.0));
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return mix(dist, -dist, inside);
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}
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// signed distance field for rectangle (negative inside, positive outside)
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float sdRectangle(in vec2 p, in vec2 center, in vec2 halfSize) {
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vec2 d = abs(p - center) - halfSize;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
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}
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// represents cursor as a quad with four corners
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struct Quad {
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vec2 topLeft;
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vec2 topRight;
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vec2 bottomLeft;
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vec2 bottomRight;
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};
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// construct quad from top-left position and size
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Quad getQuad(vec2 pos, vec2 size) {
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Quad q;
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q.topLeft = pos;
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q.topRight = pos + vec2(size.x, 0.0);
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q.bottomLeft = pos - vec2(0.0, size.y);
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q.bottomRight = pos + vec2(size.x, -size.y);
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return q;
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}
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// selecting 3 corners from quad based on movement direction
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// sel.x: 0=left, 1=right | sel.y: 0=top, 1=bottom
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void selectTrailCorners(Quad q, vec2 sel, out vec2 p1, out vec2 p2, out vec2 p3) {
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p1 = mix(mix(q.topRight, q.topLeft, sel.x),
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mix(q.bottomRight, q.bottomLeft, sel.x),
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sel.y);
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p2 = mix(mix(q.topLeft, q.bottomLeft, sel.x),
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mix(q.topRight, q.bottomRight, sel.x),
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sel.y);
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p3 = mix(mix(q.bottomRight, q.topRight, sel.x),
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mix(q.bottomLeft, q.topLeft, sel.x),
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sel.y);
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}
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// select 4 corners from quad based on movement direction
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void selectCorners(Quad q, vec2 sel, out vec2 p1, out vec2 p2, out vec2 p3, out vec2 p4) {
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selectTrailCorners(q, sel, p1, p2, p3);
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p4 = mix(mix(q.bottomLeft, q.bottomRight, sel.x),
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mix(q.topLeft, q.topRight, sel.x),
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sel.y);
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}
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// cubic ease-out function for smooth animation (expects clamped input)
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float easeClamped(float x) {
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float t = 1.0 - x;
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return 1.0 - t * t * t;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution.xy;
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vec4 background = texture(iChannel0, uv);
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fragColor = background;
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// an unfocused split still reports cursor changes, and its frames arrive far
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// apart, so a trail there is both wrong and jumpy.
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if (iFocus == 0) {
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return;
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}
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// calculate animation progress with easing
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float baseProgress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
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// skip further work when animation is complete
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if (baseProgress >= 1.0) {
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return;
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}
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// precompute reused values
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float invResY = 1.0 / iResolution.y;
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float scale = 2.0 * invResY;
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float aaWidth = scale;
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vec2 normOffset = iResolution.xy * invResY;
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// normalize cursor positions and sizes to screen-independent coordinates
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vec2 currentPos = iCurrentCursor.xy * scale - normOffset;
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vec2 previousPos = iPreviousCursor.xy * scale - normOffset;
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vec2 currentSize = iCurrentCursor.zw * scale;
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vec2 previousSize = iPreviousCursor.zw * scale;
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// determine movement direction and construct cursor quads
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vec2 deltaPos = currentPos - previousPos;
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Quad currentCursor = getQuad(currentPos, currentSize);
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Quad previousCursor = getQuad(previousPos, previousSize);
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vec2 selector = step(vec2(0.0), deltaPos);
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// select corners based on movement direction
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vec2 currP1, currP2, currP3, currP4;
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vec2 prevP1, prevP2, prevP3;
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selectCorners(currentCursor, selector, currP1, currP2, currP3, currP4);
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selectTrailCorners(previousCursor, selector, prevP1, prevP2, prevP3);
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float easedProgress = easeClamped(baseProgress);
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float stretchedProgress = min(baseProgress * 2.0, 1.0);
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float easedProgressDouble = easeClamped(stretchedProgress);
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// create trailing effect by moving diagonal point slower
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vec2 trailP1 = mix(prevP1, currP1, easedProgress);
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vec2 trailP2 = mix(prevP2, currP2, easedProgressDouble);
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vec2 trailP3 = mix(prevP3, currP3, easedProgressDouble);
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// compute hexagon SDF and convert to alpha with antialiasing
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vec2 normCoord = fragCoord * scale - normOffset;
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float sdfHex = sdHexagon(normCoord, trailP1, trailP2, currP2, currP4, currP3, trailP3);
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float alpha = 1.0 - smoothstep(-aaWidth, aaWidth, sdfHex);
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// computing current cursor SDF
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vec2 halfCurrentSize = currentSize * 0.5;
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vec2 currentCenter = currentPos + vec2(halfCurrentSize.x, -halfCurrentSize.y);
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float sdfCurrentCursor = sdRectangle(normCoord, currentCenter, halfCurrentSize);
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// calculating line length (distance between cursor centers)
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vec2 previousCenter = previousPos + vec2(previousSize.x * 0.5, -previousSize.y * 0.5);
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// max() because a cursor change that does not move it (a recolour, say)
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// gives a zero-length line, and smoothstep with equal edges is undefined.
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float lineLength = max(distance(currentCenter, previousCenter), 1e-4);
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// cursor already carries the palette accent, so the trail needs no color
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// of its own and never fights the theme.
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vec3 trailColor = iCurrentCursorColor.rgb;
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// fade along the length, squared so the tail
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float distFromCursor = distance(normCoord, currentCenter);
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float lengthFade = 1.0 - smoothstep(0.0, lineLength, distFromCursor);
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float timeFade = 1.0 - baseProgress * baseProgress;
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float strength = TRAIL_OPACITY * lengthFade * lengthFade * timeFade;
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// blend trail color with background
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vec3 originalColor = fragColor.rgb;
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fragColor.rgb = mix(fragColor.rgb, trailColor, alpha * strength);
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// remove trail where it overlaps with current cursor
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fragColor.rgb = mix(fragColor.rgb, originalColor, step(sdfCurrentCursor, 0.0));
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}
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@@ -0,0 +1,164 @@
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#!/usr/bin/env python3
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"""
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degauss-sound "thwoonngg" every time.
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degauss-sound # play it
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degauss-sound -o out.wav # write a file instead
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degauss-sound --seed 42 # reproducible, for tuning
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degauss-sound --duration 1.5 # match your shader's DURATION
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"""
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import argparse
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import array
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import math
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import os
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import random
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import subprocess
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import sys
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import tempfile
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import wave
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SR = 48000
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TABLE_BITS = 12
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TABLE_SIZE = 1 << TABLE_BITS
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TABLE_MASK = TABLE_SIZE - 1
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SINE = [math.sin(2.0 * math.pi * i / TABLE_SIZE) for i in range(TABLE_SIZE)]
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def synth(duration, rng):
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n = int(SR * duration)
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out = array.array("d", bytes(8 * n))
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# randomized tube personality
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f0 = rng.uniform(46.0, 74.0)
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glide = rng.uniform(3.0, 14.0)
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h2 = rng.uniform(0.30, 0.60)
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h3 = rng.uniform(0.12, 0.32)
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h4 = rng.uniform(0.00, 0.09)
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h5 = rng.uniform(0.03, 0.15)
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warble_hz = rng.uniform(5.5, 10.5)
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warble_depth = rng.uniform(0.28, 0.55)
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wander_hz = rng.uniform(1.3, 3.4)
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wander_depth = rng.uniform(0.4, 1.1)
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decay = rng.uniform(2.1, 3.4)
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rattle_amt = rng.uniform(0.025, 0.095)
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rattle_decay = rng.uniform(6.0, 14.0)
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thump_f = rng.uniform(33.0, 54.0)
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thump_amt = rng.uniform(0.30, 0.70)
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thump_decay = rng.uniform(11.0, 22.0)
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second_kick = rng.random() < 0.35
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kick_at = rng.uniform(0.22, 0.45)
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kick_amt = rng.uniform(0.25, 0.55)
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# phase accumulators
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scale = TABLE_SIZE / SR
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ph = 0.0
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ph_warble = 0.0
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ph_wander = 0.0
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ph_thump = 0.0
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dt = 1.0 / SR
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inv_dur = 1.0 / duration
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peak = 0.0
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for i in range(n):
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t = i * dt
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k = t * inv_dur
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# coil tone, gliding down
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f = f0 - glide * k
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ph += f * scale
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p = int(ph)
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tone = SINE[p & TABLE_MASK]
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tone += h2 * SINE[(p << 1) & TABLE_MASK]
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tone += h3 * SINE[(p * 3) & TABLE_MASK]
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tone += h4 * SINE[(p << 2) & TABLE_MASK]
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tone += h5 * SINE[(p * 5) & TABLE_MASK]
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# warble, itself slowly wandering
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ph_wander += wander_hz * scale
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ph_warble += (warble_hz + wander_depth * SINE[int(ph_wander) & TABLE_MASK]) * scale
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warble = 1.0 - warble_depth + warble_depth * SINE[int(ph_warble) & TABLE_MASK]
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# envelope: near-instant attack, exponential decay
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env = math.exp(-decay * t) * (1.0 - math.exp(-220.0 * t))
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if second_kick:
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d = t - kick_at
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if d > 0.0:
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env += kick_amt * math.exp(-decay * 1.6 * d) * (1.0 - math.exp(-160.0 * d))
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# opening clunk
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ph_thump += thump_f * scale
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thump = thump_amt * SINE[int(ph_thump) & TABLE_MASK] * math.exp(-thump_decay * t)
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# shadow-mask rattle
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rattle = rattle_amt * (rng.random() * 2.0 - 1.0) * math.exp(-rattle_decay * t)
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s = tone * warble * env + thump + rattle
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out[i] = s
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a = s if s >= 0.0 else -s
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if a > peak:
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peak = a
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# normalize, then fade the tail so it never clicks
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gain = 0.85 / peak if peak > 0.0 else 0.0
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fade = int(SR * 0.04)
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pcm = array.array("h", bytes(2 * n))
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for i in range(n):
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s = out[i] * gain
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if i >= n - fade:
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s *= (n - i) / fade
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v = int(s * 32767.0)
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pcm[i] = 32767 if v > 32767 else (-32768 if v < -32768 else v)
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return pcm
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def write_wav(path, pcm):
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with wave.open(path, "wb") as w:
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w.setnchannels(1)
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w.setsampwidth(2)
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w.setframerate(SR)
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w.writeframes(pcm.tobytes())
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def play(path, volume):
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for cmd in (["pw-play", "--volume=%s" % volume, path],
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["paplay", path],
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["aplay", "-q", path]):
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try:
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return subprocess.run(cmd, stderr=subprocess.DEVNULL).returncode
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except FileNotFoundError:
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continue
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print("degauss-sound: no player found (pw-play/paplay/aplay)", file=sys.stderr)
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return 1
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def main():
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ap = argparse.ArgumentParser()
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ap.add_argument("-o", "--out", help="write a wav here instead of playing")
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ap.add_argument("-d", "--duration", type=float, default=1.5,
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help="seconds; match your shader's DURATION (default 1.5)")
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ap.add_argument("-s", "--seed", type=int, help="reproducible output")
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ap.add_argument("-v", "--volume", default="0.5", help="pw-play volume")
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args = ap.parse_args()
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rng = random.Random(args.seed)
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pcm = synth(args.duration, rng)
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if args.out:
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write_wav(args.out, pcm)
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return 0
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tmpdir = os.environ.get("XDG_RUNTIME_DIR") or tempfile.gettempdir()
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fd, path = tempfile.mkstemp(suffix=".wav", dir=tmpdir)
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os.close(fd)
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try:
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write_wav(path, pcm)
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return play(path, args.volume)
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finally:
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os.unlink(path)
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if __name__ == "__main__":
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sys.exit(main())
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@@ -0,0 +1,107 @@
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///degauss.glsl
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const float BOOT_DELAY = 0.45;
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// How hard the coil hits.
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const float WOBBLE_AMP = 0.055;
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const float WAVE_FREQ = 9.0;
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const float WAVE_SPEED = 3.2;
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const float WAVE_GLIDE = 0.35;
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const float WARBLE_HZ = 7.0;
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const float WARBLE_DEPTH = 0.25;
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const float CHROMA_AMP = 0.016;
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const float FLASH_AMP = 0.55;
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const float JITTER_AMP = 0.006;
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const float SQUEEZE_AMP = 0.075;
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const float BAND_SWEEPS = 2.0;
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const bool JUMP_DEGAUSS = false;
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const float CURSOR_JUMP = 0.60;
|
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|
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#define TAU 6.28318530718
|
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float envelope(float t) {
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||||
if (t <= 0.0 || t >= DURATION) return 0.0;
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float k = t / DURATION;
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float attack = 1.0 - exp(-45.0 * t);
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float ring = exp(-2.3 * k);
|
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float tail = 1.0 - k * k * k * k;
|
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return attack * ring * tail;
|
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}
|
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float coilPhase(float t) {
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float k = clamp(t / DURATION, 0.0, 1.0);
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return WAVE_SPEED * t * (1.0 - 0.5 * WAVE_GLIDE * k);
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||||
}
|
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|
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float hash11(float x) {
|
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return fract(sin(x * 78.233) * 43758.5453);
|
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}
|
||||
vec4 sampleTerm(vec2 uv) {
|
||||
vec2 halfTexel = 0.5 / iResolution.xy;
|
||||
return texture(iChannel0, clamp(uv, halfTexel, 1.0 - halfTexel));
|
||||
}
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
vec2 uv = fragCoord / iResolution.xy;
|
||||
|
||||
float amp = 0.0;
|
||||
float t = 0.0;
|
||||
|
||||
float boot = iTime - BOOT_DELAY;
|
||||
float bootAmp = envelope(boot);
|
||||
if (bootAmp > amp) { amp = bootAmp; t = boot; }
|
||||
|
||||
if (JUMP_DEGAUSS) {
|
||||
float jump = abs(iCurrentCursor.y - iPreviousCursor.y);
|
||||
float elapsed = iTime - iTimeCursorChange;
|
||||
if (jump > CURSOR_JUMP * iResolution.y) {
|
||||
float e = envelope(elapsed);
|
||||
if (e > amp) { amp = e; t = elapsed; }
|
||||
}
|
||||
}
|
||||
|
||||
if (amp <= 0.0001) {
|
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fragColor = texture(iChannel0, uv);
|
||||
return;
|
||||
}
|
||||
|
||||
// coil's own tremble, so the picture pulses along with the warble in the
|
||||
// sound instead of sliding smoothly under it.
|
||||
amp *= 1.0 - WARBLE_DEPTH + WARBLE_DEPTH * sin(t * TAU * WARBLE_HZ);
|
||||
|
||||
float ph = coilPhase(t);
|
||||
|
||||
// magnetic distortion
|
||||
vec2 p = uv - 0.5;
|
||||
|
||||
float wave = sin(p.y * WAVE_FREQ * TAU - ph * TAU);
|
||||
float wave2 = sin(p.y * WAVE_FREQ * 2.3 * TAU + ph * 0.62 * TAU);
|
||||
float warp = wave * 0.7 + wave2 * 0.3;
|
||||
|
||||
// vertical breathing
|
||||
p.y /= 1.0 + amp * SQUEEZE_AMP * sin(t * TAU * 3.0);
|
||||
p *= 1.0 - amp * 0.04 * sin(t * TAU * 2.0);
|
||||
|
||||
// per-scanline jitter
|
||||
float line = floor(uv.y * iResolution.y);
|
||||
float jitter = (hash11(line + floor(t * 90.0)) - 0.5) * 2.0;
|
||||
|
||||
p.x += amp * (WOBBLE_AMP * warp + JITTER_AMP * jitter);
|
||||
|
||||
vec2 duv = p + 0.5;
|
||||
|
||||
// misconvergence
|
||||
float ca = amp * CHROMA_AMP * (0.5 + abs(warp));
|
||||
vec4 cr = sampleTerm(duv + vec2(ca, 0.0));
|
||||
vec4 cg = sampleTerm(duv);
|
||||
vec4 cb = sampleTerm(duv - vec2(ca, 0.0));
|
||||
|
||||
vec4 col = vec4(cr.r, cg.g, cb.b, cg.a);
|
||||
|
||||
// coil pulse sweeping down the tube
|
||||
float bandY = 1.0 - fract(t / DURATION * BAND_SWEEPS);
|
||||
float band = exp(-pow((uv.y - bandY) * 9.0, 2.0));
|
||||
|
||||
// background-opacity to solid for the length of the flash.
|
||||
float glow = amp * FLASH_AMP * (0.25 + 0.75 * band);
|
||||
col.rgb += glow * (iForegroundColor * 0.22 + col.rgb * 0.9);
|
||||
|
||||
fragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
{ ... }:
|
||||
{
|
||||
flake.homeModules.home-degauss-sound =
|
||||
{ pkgs, lib, ... }:
|
||||
let
|
||||
duration = "1.5";
|
||||
variants = 8;
|
||||
generatorSource = lib.concatStringsSep "\n" (
|
||||
lib.drop 1 (lib.splitString "\n" (builtins.readFile ./degauss-sound.py))
|
||||
);
|
||||
|
||||
generator = pkgs.writers.writePython3Bin "degauss-gen" {
|
||||
flakeIgnore = [
|
||||
"E501"
|
||||
"W291"
|
||||
];
|
||||
} generatorSource;
|
||||
|
||||
samples = pkgs.runCommandLocal "degauss-samples" { nativeBuildInputs = [ generator ]; } ''
|
||||
mkdir -p $out
|
||||
for i in $(seq 1 ${toString variants}); do
|
||||
degauss-gen --seed "$i" --duration ${duration} --out "$out/degauss-$i.wav"
|
||||
done
|
||||
'';
|
||||
|
||||
degaussSound = pkgs.writeShellApplication {
|
||||
name = "degauss-sound";
|
||||
runtimeInputs = [ pkgs.pipewire ];
|
||||
text = ''
|
||||
n=$(( (RANDOM % ${toString variants}) + 1 ))
|
||||
exec pw-play --volume="''${DEGAUSS_VOLUME:-0.35}" "${samples}/degauss-$n.wav"
|
||||
'';
|
||||
};
|
||||
in
|
||||
{
|
||||
home.packages = [ degaussSound ];
|
||||
programs.nushell.extraConfig = lib.mkBefore ''
|
||||
if $nu.is-interactive and ($env.TERM_PROGRAM? == "ghostty") and ($env.ZELLIJ? | is-empty) {
|
||||
job spawn { ^${lib.getExe degaussSound} } | ignore
|
||||
}
|
||||
'';
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
{ ... }:
|
||||
{
|
||||
flake.homeModules.home-ghostty-shaders =
|
||||
{ config, pkgs, ... }:
|
||||
let
|
||||
preamble = pkgs.writeText "ghostty-shader-preamble.glsl" ''
|
||||
#version 330 core
|
||||
#define CURSORSTYLE_BLOCK 0
|
||||
#define CURSORSTYLE_BLOCK_HOLLOW 1
|
||||
#define CURSORSTYLE_BAR 2
|
||||
#define CURSORSTYLE_UNDERLINE 3
|
||||
#define CURSORSTYLE_LOCK 4
|
||||
uniform vec3 iResolution;
|
||||
uniform float iTime;
|
||||
uniform float iTimeDelta;
|
||||
uniform float iFrameRate;
|
||||
uniform int iFrame;
|
||||
uniform float iChannelTime[4];
|
||||
uniform vec3 iChannelResolution[4];
|
||||
uniform vec4 iMouse;
|
||||
uniform vec4 iDate;
|
||||
uniform float iSampleRate;
|
||||
uniform sampler2D iChannel0;
|
||||
uniform vec4 iCurrentCursor;
|
||||
uniform vec4 iPreviousCursor;
|
||||
uniform vec4 iCurrentCursorColor;
|
||||
uniform vec4 iPreviousCursorColor;
|
||||
uniform vec4 iCurrentCursorStyle;
|
||||
uniform vec4 iPreviousCursorStyle;
|
||||
uniform vec4 iCursorVisible;
|
||||
uniform float iTimeCursorChange;
|
||||
uniform float iTimeFocus;
|
||||
uniform int iFocus;
|
||||
uniform vec3 iPalette[256];
|
||||
uniform vec3 iBackgroundColor;
|
||||
uniform vec3 iForegroundColor;
|
||||
uniform vec3 iCursorColor;
|
||||
uniform vec3 iCursorText;
|
||||
uniform vec3 iSelectionBackgroundColor;
|
||||
uniform vec3 iSelectionForegroundColor;
|
||||
out vec4 _ghosttyFragColor;
|
||||
#line 1
|
||||
'';
|
||||
|
||||
entryPoint = pkgs.writeText "ghostty-shader-entry.glsl" ''
|
||||
void main() { mainImage(_ghosttyFragColor, gl_FragCoord.xy); }
|
||||
'';
|
||||
|
||||
compiled =
|
||||
name: src:
|
||||
pkgs.runCommandLocal "ghostty-shader-${name}.glsl"
|
||||
{
|
||||
nativeBuildInputs = [ pkgs.glslang ];
|
||||
}
|
||||
''
|
||||
cat ${preamble} ${src} ${entryPoint} > wrapped.frag
|
||||
glslangValidator -S frag wrapped.frag
|
||||
cp ${src} $out
|
||||
'';
|
||||
|
||||
shaderDir = "${config.xdg.configHome}/ghostty/shaders";
|
||||
in
|
||||
{
|
||||
xdg.configFile."ghostty/shaders/cursor-smear.glsl".source =
|
||||
compiled "cursor-smear" ./cursor-smear.glsl;
|
||||
xdg.configFile."ghostty/shaders/degauss.glsl".source = compiled "degauss" ./degauss.glsl;
|
||||
|
||||
programs.ghostty.settings = {
|
||||
custom-shader = [
|
||||
"${shaderDir}/cursor-smear.glsl"
|
||||
"${shaderDir}/degauss.glsl"
|
||||
];
|
||||
custom-shader-animation = true;
|
||||
};
|
||||
};
|
||||
}
|
||||
Reference in new issue
Block a user