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removed ghostty shaders
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@@ -1,173 +0,0 @@
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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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@@ -1,109 +0,0 @@
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///degauss.glsl
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const float BOOT_DELAY = 0.45;
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const float DURATION = 1.0;
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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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#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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float hash11(float x) {
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return fract(sin(x * 78.233) * 43758.5453);
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}
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vec4 sampleTerm(vec2 uv) {
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vec2 halfTexel = 0.5 / iResolution.xy;
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return texture(iChannel0, clamp(uv, halfTexel, 1.0 - halfTexel));
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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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float amp = 0.0;
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float t = 0.0;
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float boot = iTime - BOOT_DELAY;
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float bootAmp = envelope(boot);
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if (bootAmp > amp) { amp = bootAmp; t = boot; }
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if (JUMP_DEGAUSS) {
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float jump = abs(iCurrentCursor.y - iPreviousCursor.y);
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float elapsed = iTime - iTimeCursorChange;
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if (jump > CURSOR_JUMP * iResolution.y) {
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float e = envelope(elapsed);
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if (e > amp) { amp = e; t = elapsed; }
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}
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}
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if (amp <= 0.0001) {
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fragColor = texture(iChannel0, uv);
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return;
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}
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// coil's own tremble, so the picture pulses along with the warble in the
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// sound instead of sliding smoothly under it.
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amp *= 1.0 - WARBLE_DEPTH + WARBLE_DEPTH * sin(t * TAU * WARBLE_HZ);
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float ph = coilPhase(t);
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// magnetic distortion
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vec2 p = uv - 0.5;
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float wave = sin(p.y * WAVE_FREQ * TAU - ph * TAU);
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float wave2 = sin(p.y * WAVE_FREQ * 2.3 * TAU + ph * 0.62 * TAU);
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float warp = wave * 0.7 + wave2 * 0.3;
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// vertical breathing
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p.y /= 1.0 + amp * SQUEEZE_AMP * sin(t * TAU * 3.0);
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p *= 1.0 - amp * 0.04 * sin(t * TAU * 2.0);
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// per-scanline jitter
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float line = floor(uv.y * iResolution.y);
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float jitter = (hash11(line + floor(t * 90.0)) - 0.5) * 2.0;
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p.x += amp * (WOBBLE_AMP * warp + JITTER_AMP * jitter);
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vec2 duv = p + 0.5;
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// misconvergence
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float ca = amp * CHROMA_AMP * (0.5 + abs(warp));
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vec4 cr = sampleTerm(duv + vec2(ca, 0.0));
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vec4 cg = sampleTerm(duv);
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vec4 cb = sampleTerm(duv - vec2(ca, 0.0));
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vec4 col = vec4(cr.r, cg.g, cb.b, cg.a);
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// coil pulse sweeping down the tube
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float bandY = 1.0 - fract(t / DURATION * BAND_SWEEPS);
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float band = exp(-pow((uv.y - bandY) * 9.0, 2.0));
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// background-opacity to solid for the length of the flash.
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float glow = amp * FLASH_AMP * (0.25 + 0.75 * band);
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col.rgb += glow * (iForegroundColor * 0.22 + col.rgb * 0.9);
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fragColor = col;
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}
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@@ -1,76 +0,0 @@
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{ ... }:
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{
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flake.homeModules.home-ghostty-shaders =
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{ config, pkgs, ... }:
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let
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preamble = pkgs.writeText "ghostty-shader-preamble.glsl" ''
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#version 330 core
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#define CURSORSTYLE_BLOCK 0
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#define CURSORSTYLE_BLOCK_HOLLOW 1
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#define CURSORSTYLE_BAR 2
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#define CURSORSTYLE_UNDERLINE 3
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#define CURSORSTYLE_LOCK 4
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uniform vec3 iResolution;
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uniform float iTime;
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uniform float iTimeDelta;
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uniform float iFrameRate;
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uniform int iFrame;
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uniform float iChannelTime[4];
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uniform vec3 iChannelResolution[4];
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uniform vec4 iMouse;
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uniform vec4 iDate;
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uniform float iSampleRate;
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uniform sampler2D iChannel0;
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uniform vec4 iCurrentCursor;
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uniform vec4 iPreviousCursor;
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uniform vec4 iCurrentCursorColor;
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uniform vec4 iPreviousCursorColor;
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uniform vec4 iCurrentCursorStyle;
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uniform vec4 iPreviousCursorStyle;
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uniform vec4 iCursorVisible;
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uniform float iTimeCursorChange;
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uniform float iTimeFocus;
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uniform int iFocus;
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uniform vec3 iPalette[256];
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uniform vec3 iBackgroundColor;
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uniform vec3 iForegroundColor;
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uniform vec3 iCursorColor;
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uniform vec3 iCursorText;
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uniform vec3 iSelectionBackgroundColor;
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uniform vec3 iSelectionForegroundColor;
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out vec4 _ghosttyFragColor;
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#line 1
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'';
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entryPoint = pkgs.writeText "ghostty-shader-entry.glsl" ''
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void main() { mainImage(_ghosttyFragColor, gl_FragCoord.xy); }
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'';
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compiled =
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name: src:
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pkgs.runCommandLocal "ghostty-shader-${name}.glsl"
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{
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nativeBuildInputs = [ pkgs.glslang ];
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}
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''
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cat ${preamble} ${src} ${entryPoint} > wrapped.frag
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glslangValidator -S frag wrapped.frag
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cp ${src} $out
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'';
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shaderDir = "${config.xdg.configHome}/ghostty/shaders";
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in
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{
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xdg.configFile."ghostty/shaders/cursor-smear.glsl".source =
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compiled "cursor-smear" ./cursor-smear.glsl;
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xdg.configFile."ghostty/shaders/degauss.glsl".source = compiled "degauss" ./degauss.glsl;
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programs.ghostty.settings = {
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||||||
custom-shader = [
|
|
||||||
"${shaderDir}/cursor-smear.glsl"
|
|
||||||
"${shaderDir}/degauss.glsl"
|
|
||||||
];
|
|
||||||
custom-shader-animation = true;
|
|
||||||
};
|
|
||||||
};
|
|
||||||
}
|
|
||||||
Reference in new issue
Block a user