// sRGB -> Linear conversion (needed because Ghostty passes sRGB values but the shader pipeline operates in linear color space) vec3 sRGBToLinear(vec3 c) { return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(vec3(0.04045), c)); } // --- CONFIGURATION --- vec4 TRAIL_COLOR = vec4(sRGBToLinear(iCurrentCursorColor.rgb), iCurrentCursorColor.a); // for custom color: vec4(0.2, 0.6, 1.0, 0.5); (wrap in sRGBToLinear for correct brightness) const float DURATION = 0.09; // in seconds const float MAX_TRAIL_LENGTH = 0.2; const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor width) 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 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 antialising(float distance) { return 1. - smoothstep(0., normalize(vec2(BLUR, BLUR), 0.).x, distance); } float determineIfTopRightIsLeading(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); vec2 delta = centerCP - centerCC; float lineLength = length(delta); float sdfCurrentCursor = getSdfRectangle(vu, centerCC, currentCursor.zw * 0.5); vec4 newColor = vec4(fragColor); float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE; float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0); if (lineLength > minDist) { // ANIMATION logic float head_eased = 0.0; float tail_eased = 0.0; float tail_delay_factor = MAX_TRAIL_LENGTH / lineLength; float isLongMove = step(MAX_TRAIL_LENGTH, lineLength); float head_eased_short = ease(progress); float tail_eased_short = ease(smoothstep(tail_delay_factor, 1.0, progress)); float head_eased_long = 1.0; float tail_eased_long = ease(progress); head_eased = mix(head_eased_long, head_eased_short, isLongMove); tail_eased = mix(tail_eased_long, tail_eased_short, isLongMove); // detect straight moves vec2 delta_abs = abs(centerCC - centerCP); float threshold = 0.001; float isHorizontal = step(delta_abs.y, threshold); float isVertical = step(delta_abs.x, threshold); float isStraightMove = max(isHorizontal, isVertical); // -- Making the parallelogram sdf (diagonal move) -- // animate the TOP-LEFT corners vec2 head_pos_tl = mix(previousCursor.xy, currentCursor.xy, head_eased); vec2 tail_pos_tl = mix(previousCursor.xy, currentCursor.xy, tail_eased); float isTopRightLeading = determineIfTopRightIsLeading(currentCursor.xy, previousCursor.xy); float isBottomLeftLeading = 1.0 - isTopRightLeading; // v0, v1 : "front" of the trail (head) vec2 v0 = vec2(head_pos_tl.x + currentCursor.z * isTopRightLeading, head_pos_tl.y - currentCursor.w); vec2 v1 = vec2(head_pos_tl.x + currentCursor.z * isBottomLeftLeading, head_pos_tl.y); // v2, v3: "back" of the trail (tail) vec2 v2 = vec2(tail_pos_tl.x + currentCursor.z * isBottomLeftLeading, tail_pos_tl.y); vec2 v3 = vec2(tail_pos_tl.x + currentCursor.z * isTopRightLeading, tail_pos_tl.y - previousCursor.w); float sdfTrail_diag = getSdfParallelogram(vu, v0, v1, v2, v3); // -- Making the rectangle sdf (straight move) -- vec2 head_center = mix(centerCP, centerCC, head_eased); vec2 tail_center = mix(centerCP, centerCC, tail_eased); vec2 min_center = min(head_center, tail_center); vec2 max_center = max(head_center, tail_center); vec2 box_size = (max_center - min_center) + currentCursor.zw; vec2 box_center = (min_center + max_center) * 0.5; float sdfTrail_rect = getSdfRectangle(vu, box_center, box_size * 0.5); // -- FINAL SELECTING AND DRAWING -- 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; }