diff --git a/ghostty/shaders/animated-gradient-shader.glsl b/ghostty/shaders/animated-gradient-shader.glsl new file mode 100644 index 0000000..01b541c --- /dev/null +++ b/ghostty/shaders/animated-gradient-shader.glsl @@ -0,0 +1,40 @@ +// credits: https://github.com/unkn0wncode +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = fragCoord.xy / iResolution.xy; + + // Create seamless gradient animation + float speed = 0.2; + float gradientFactor = (uv.x + uv.y) / 2.0; + + // Use smoothstep and multiple sin waves for smoother transition + float t = sin(iTime * speed) * 0.5 + 0.5; + gradientFactor = smoothstep(0.0, 1.0, gradientFactor); + + // Create smooth circular animation + float angle = iTime * speed; + vec3 color1 = vec3(0.1, 0.1, 0.5); + vec3 color2 = vec3(0.5, 0.1, 0.1); + vec3 color3 = vec3(0.1, 0.5, 0.1); + + // Smooth interpolation between colors using multiple mix operations + vec3 gradientStartColor = mix( + mix(color1, color2, smoothstep(0.0, 1.0, sin(angle) * 0.5 + 0.5)), + color3, + smoothstep(0.0, 1.0, sin(angle + 2.0) * 0.5 + 0.5) + ); + + vec3 gradientEndColor = mix( + mix(color2, color3, smoothstep(0.0, 1.0, sin(angle + 1.0) * 0.5 + 0.5)), + color1, + smoothstep(0.0, 1.0, sin(angle + 3.0) * 0.5 + 0.5) + ); + + vec3 gradientColor = mix(gradientStartColor, gradientEndColor, gradientFactor); + + vec4 terminalColor = texture(iChannel0, uv); + float mask = 1.0 - step(0.5, dot(terminalColor.rgb, vec3(1.0))); + vec3 blendedColor = mix(terminalColor.rgb, gradientColor, mask); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/bettercrt.glsl b/ghostty/shaders/bettercrt.glsl new file mode 100644 index 0000000..8f58b89 --- /dev/null +++ b/ghostty/shaders/bettercrt.glsl @@ -0,0 +1,33 @@ +// Original shader collected from: https://www.shadertoy.com/view/WsVSzV +// Licensed under Shadertoy's default since the original creator didn't provide any license. (CC BY NC SA 3.0) +// Slight modifications were made to give a green-ish effect. + +// This shader was modified by April Hall (arithefirst) +// Sourced from https://github.com/m-ahdal/ghostty-shaders/blob/main/retro-terminal.glsl +// Changes made: +// - Removed tint +// - Made the boundaries match ghostty's background color + +float warp = 0.25; // simulate curvature of CRT monitor +float scan = 0.50; // simulate darkness between scanlines + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + // squared distance from center + vec2 uv = fragCoord / iResolution.xy; + vec2 dc = abs(0.5 - uv); + dc *= dc; + + // warp the fragment coordinates + uv.x -= 0.5; uv.x *= 1.0 + (dc.y * (0.3 * warp)); uv.x += 0.5; + uv.y -= 0.5; uv.y *= 1.0 + (dc.x * (0.4 * warp)); uv.y += 0.5; + + // determine if we are drawing in a scanline + float apply = abs(sin(fragCoord.y) * 0.25 * scan); + + // sample the texture + vec3 color = texture(iChannel0, uv).rgb; + + // mix the sampled color with the scanline intensity + fragColor = vec4(mix(color, vec3(0.0), apply), 1.0); +} diff --git a/ghostty/shaders/bloom.glsl b/ghostty/shaders/bloom.glsl new file mode 100644 index 0000000..1d20930 --- /dev/null +++ b/ghostty/shaders/bloom.glsl @@ -0,0 +1,52 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +// Golden spiral samples, [x, y, weight] weight is inverse of distance. +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) + }; + +float lum(vec4 c) { + return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec4 color = texture(iChannel0, uv); + + vec2 step = vec2(1.414) / iResolution.xy; + + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + vec4 c = texture(iChannel0, uv + s.xy * step); + float l = lum(c); + if (l > 0.2) { + color += l * s.z * c * 0.2; + } + } + + fragColor = color; +} diff --git a/ghostty/shaders/bloom025.glsl b/ghostty/shaders/bloom025.glsl new file mode 100644 index 0000000..5b6afe9 --- /dev/null +++ b/ghostty/shaders/bloom025.glsl @@ -0,0 +1,52 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +// Golden spiral samples, [x, y, weight] weight is inverse of distance. +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) + }; + +float lum(vec4 c) { + return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec4 color = texture(iChannel0, uv); + + vec2 step = vec2(1.414) / iResolution.xy; + + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + vec4 c = texture(iChannel0, uv + s.xy * step); + float l = lum(c); + if (l > 0.2) { + color += l * s.z * c * 0.025; + } + } + + fragColor = color; +} diff --git a/ghostty/shaders/bloom050.glsl b/ghostty/shaders/bloom050.glsl new file mode 100644 index 0000000..4eb1e22 --- /dev/null +++ b/ghostty/shaders/bloom050.glsl @@ -0,0 +1,52 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +// Golden spiral samples, [x, y, weight] weight is inverse of distance. +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) + }; + +float lum(vec4 c) { + return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec4 color = texture(iChannel0, uv); + + vec2 step = vec2(1.414) / iResolution.xy; + + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + vec4 c = texture(iChannel0, uv + s.xy * step); + float l = lum(c); + if (l > 0.2) { + color += l * s.z * c * 0.050; + } + } + + fragColor = color; +} diff --git a/ghostty/shaders/bloom060.glsl b/ghostty/shaders/bloom060.glsl new file mode 100644 index 0000000..c122fae --- /dev/null +++ b/ghostty/shaders/bloom060.glsl @@ -0,0 +1,52 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +// Golden spiral samples, [x, y, weight] weight is inverse of distance. +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) + }; + +float lum(vec4 c) { + return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec4 color = texture(iChannel0, uv); + + vec2 step = vec2(1.414) / iResolution.xy; + + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + vec4 c = texture(iChannel0, uv + s.xy * step); + float l = lum(c); + if (l > 0.2) { + color += l * s.z * c * 0.060; + } + } + + fragColor = color; +} diff --git a/ghostty/shaders/bloom075.glsl b/ghostty/shaders/bloom075.glsl new file mode 100644 index 0000000..ffb81cb --- /dev/null +++ b/ghostty/shaders/bloom075.glsl @@ -0,0 +1,52 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +// Golden spiral samples, [x, y, weight] weight is inverse of distance. +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) + }; + +float lum(vec4 c) { + return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec4 color = texture(iChannel0, uv); + + vec2 step = vec2(1.414) / iResolution.xy; + + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + vec4 c = texture(iChannel0, uv + s.xy * step); + float l = lum(c); + if (l > 0.2) { + color += l * s.z * c * 0.075; + } + } + + fragColor = color; +} diff --git a/ghostty/shaders/bloom1.glsl b/ghostty/shaders/bloom1.glsl new file mode 100644 index 0000000..86ec7b8 --- /dev/null +++ b/ghostty/shaders/bloom1.glsl @@ -0,0 +1,52 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +// Golden spiral samples, [x, y, weight] weight is inverse of distance. +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) + }; + +float lum(vec4 c) { + return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec4 color = texture(iChannel0, uv); + + vec2 step = vec2(1.414) / iResolution.xy; + + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + vec4 c = texture(iChannel0, uv + s.xy * step); + float l = lum(c); + if (l > 0.2) { + color += l * s.z * c * 0.1; + } + } + + fragColor = color; +} diff --git a/ghostty/shaders/crt.glsl b/ghostty/shaders/crt.glsl new file mode 100644 index 0000000..31d1bec --- /dev/null +++ b/ghostty/shaders/crt.glsl @@ -0,0 +1,310 @@ +// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +// credits: https://github.com/qwerasd205 +//============================================================== +// +// [CRTS] PUBLIC DOMAIN CRT-STYLED SCALAR by Timothy Lottes +// +// [+] Adapted with alterations for use in Ghostty by Qwerasd. +// For more information on changes, see comment below license. +// +//============================================================== +// +// LICENSE = UNLICENSE (aka PUBLIC DOMAIN) +// +//-------------------------------------------------------------- +// This is free and unencumbered software released into the +// public domain. +//-------------------------------------------------------------- +// Anyone is free to copy, modify, publish, use, compile, sell, +// or distribute this software, either in source code form or as +// a compiled binary, for any purpose, commercial or +// non-commercial, and by any means. +//-------------------------------------------------------------- +// In jurisdictions that recognize copyright laws, the author or +// authors of this software dedicate any and all copyright +// interest in the software to the public domain. We make this +// dedication for the benefit of the public at large and to the +// detriment of our heirs and successors. We intend this +// dedication to be an overt act of relinquishment in perpetuity +// of all present and future rights to this software under +// copyright law. +//-------------------------------------------------------------- +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY +// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE +// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR +// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE +// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN +// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT +// OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +// DEALINGS IN THE SOFTWARE. +//-------------------------------------------------------------- +// For more information, please refer to +// +//============================================================== + +// This shader is a modified version of the excellent +// FixingPixelArtFast by Timothy Lottes on Shadertoy. +// +// The original shader can be found at: +// https://www.shadertoy.com/view/MtSfRK +// +// Modifications have been made to reduce the verbosity, +// and many of the comments have been removed / reworded. +// Additionally, the license has been moved to the top of +// the file, and can be read above. I (Qwerasd) choose to +// release the modified version under the same license. + +// The appearance of this shader can be altered +// by adjusting the parameters defined below. + +// "Scanlines" per real screen pixel. +// e.g. SCALE 0.5 means each scanline is 2 pixels. +// Recommended values: +// o High DPI displays: 0.33333333 +// - Low DPI displays: 0.66666666 +#define SCALE 0.33333333 + +// "Tube" warp +#define CRTS_WARP 1 + +// Darkness of vignette in corners after warping +// 0.0 = completely black +// 1.0 = no vignetting +#define MIN_VIN 0.5 + +// Try different masks +// #define CRTS_MASK_GRILLE 1 +// #define CRTS_MASK_GRILLE_LITE 1 +// #define CRTS_MASK_NONE 1 +#define CRTS_MASK_SHADOW 1 + +// Scanline thinness +// 0.50 = fused scanlines +// 0.70 = recommended default +// 1.00 = thinner scanlines (too thin) +#define INPUT_THIN 0.75 + +// Horizonal scan blur +// -3.0 = pixely +// -2.5 = default +// -2.0 = smooth +// -1.0 = too blurry +#define INPUT_BLUR -2.75 + +// Shadow mask effect, ranges from, +// 0.25 = large amount of mask (not recommended, too dark) +// 0.50 = recommended default +// 1.00 = no shadow mask +#define INPUT_MASK 0.65 + +float FromSrgb1(float c) { + return (c <= 0.04045) ? c * (1.0 / 12.92) : + pow(c * (1.0 / 1.055) + (0.055 / 1.055), 2.4); +} +vec3 FromSrgb(vec3 c) { + return vec3( + FromSrgb1(c.r), FromSrgb1(c.g), FromSrgb1(c.b)); +} + +vec3 CrtsFetch(vec2 uv) { + return FromSrgb(texture(iChannel0, uv.xy).rgb); +} + +#define CrtsRcpF1(x) (1.0/(x)) +#define CrtsSatF1(x) clamp((x),0.0,1.0) + +float CrtsMax3F1(float a, float b, float c) { + return max(a, max(b, c)); +} + +vec2 CrtsTone( + float thin, + float mask) { + #ifdef CRTS_MASK_NONE + mask = 1.0; + #endif + + #ifdef CRTS_MASK_GRILLE_LITE + // Normal R mask is {1.0,mask,mask} + // LITE R mask is {mask,1.0,1.0} + mask = 0.5 + mask * 0.5; + #endif + + vec2 ret; + float midOut = 0.18 / ((1.5 - thin) * (0.5 * mask + 0.5)); + float pMidIn = 0.18; + ret.x = ((-pMidIn) + midOut) / ((1.0 - pMidIn) * midOut); + ret.y = ((-pMidIn) * midOut + pMidIn) / (midOut * (-pMidIn) + midOut); + + return ret; +} + +vec3 CrtsMask(vec2 pos, float dark) { + #ifdef CRTS_MASK_GRILLE + vec3 m = vec3(dark, dark, dark); + float x = fract(pos.x * (1.0 / 3.0)); + if (x < (1.0 / 3.0)) m.r = 1.0; + else if (x < (2.0 / 3.0)) m.g = 1.0; + else m.b = 1.0; + return m; + #endif + + #ifdef CRTS_MASK_GRILLE_LITE + vec3 m = vec3(1.0, 1.0, 1.0); + float x = fract(pos.x * (1.0 / 3.0)); + if (x < (1.0 / 3.0)) m.r = dark; + else if (x < (2.0 / 3.0)) m.g = dark; + else m.b = dark; + return m; + #endif + + #ifdef CRTS_MASK_NONE + return vec3(1.0, 1.0, 1.0); + #endif + + #ifdef CRTS_MASK_SHADOW + pos.x += pos.y * 3.0; + vec3 m = vec3(dark, dark, dark); + float x = fract(pos.x * (1.0 / 6.0)); + if (x < (1.0 / 3.0)) m.r = 1.0; + else if (x < (2.0 / 3.0)) m.g = 1.0; + else m.b = 1.0; + return m; + #endif +} + +vec3 CrtsFilter( + vec2 ipos, + vec2 inputSizeDivOutputSize, + vec2 halfInputSize, + vec2 rcpInputSize, + vec2 rcpOutputSize, + vec2 twoDivOutputSize, + float inputHeight, + vec2 warp, + float thin, + float blur, + float mask, + vec2 tone +) { + // Optional apply warp + vec2 pos; + #ifdef CRTS_WARP + // Convert to {-1 to 1} range + pos = ipos * twoDivOutputSize - vec2(1.0, 1.0); + + // Distort pushes image outside {-1 to 1} range + pos *= vec2( + 1.0 + (pos.y * pos.y) * warp.x, + 1.0 + (pos.x * pos.x) * warp.y); + + // TODO: Vignette needs optimization + float vin = 1.0 - ( + (1.0 - CrtsSatF1(pos.x * pos.x)) * (1.0 - CrtsSatF1(pos.y * pos.y))); + vin = CrtsSatF1((-vin) * inputHeight + inputHeight); + + // Leave in {0 to inputSize} + pos = pos * halfInputSize + halfInputSize; + #else + pos = ipos * inputSizeDivOutputSize; + #endif + + // Snap to center of first scanline + float y0 = floor(pos.y - 0.5) + 0.5; + // Snap to center of one of four pixels + float x0 = floor(pos.x - 1.5) + 0.5; + + // Inital UV position + vec2 p = vec2(x0 * rcpInputSize.x, y0 * rcpInputSize.y); + // Fetch 4 nearest texels from 2 nearest scanlines + vec3 colA0 = CrtsFetch(p); + p.x += rcpInputSize.x; + vec3 colA1 = CrtsFetch(p); + p.x += rcpInputSize.x; + vec3 colA2 = CrtsFetch(p); + p.x += rcpInputSize.x; + vec3 colA3 = CrtsFetch(p); + p.y += rcpInputSize.y; + vec3 colB3 = CrtsFetch(p); + p.x -= rcpInputSize.x; + vec3 colB2 = CrtsFetch(p); + p.x -= rcpInputSize.x; + vec3 colB1 = CrtsFetch(p); + p.x -= rcpInputSize.x; + vec3 colB0 = CrtsFetch(p); + + // Vertical filter + // Scanline intensity is using sine wave + // Easy filter window and integral used later in exposure + float off = pos.y - y0; + float pi2 = 6.28318530717958; + float hlf = 0.5; + float scanA = cos(min(0.5, off * thin) * pi2) * hlf + hlf; + float scanB = cos(min(0.5, (-off) * thin + thin) * pi2) * hlf + hlf; + + // Horizontal kernel is simple gaussian filter + float off0 = pos.x - x0; + float off1 = off0 - 1.0; + float off2 = off0 - 2.0; + float off3 = off0 - 3.0; + float pix0 = exp2(blur * off0 * off0); + float pix1 = exp2(blur * off1 * off1); + float pix2 = exp2(blur * off2 * off2); + float pix3 = exp2(blur * off3 * off3); + float pixT = CrtsRcpF1(pix0 + pix1 + pix2 + pix3); + + #ifdef CRTS_WARP + // Get rid of wrong pixels on edge + pixT *= max(MIN_VIN, vin); + #endif + + scanA *= pixT; + scanB *= pixT; + + // Apply horizontal and vertical filters + vec3 color = + (colA0 * pix0 + colA1 * pix1 + colA2 * pix2 + colA3 * pix3) * scanA + + (colB0 * pix0 + colB1 * pix1 + colB2 * pix2 + colB3 * pix3) * scanB; + + // Apply phosphor mask + color *= CrtsMask(ipos, mask); + + // Tonal control, start by protecting from /0 + float peak = max(1.0 / (256.0 * 65536.0), + CrtsMax3F1(color.r, color.g, color.b)); + // Compute the ratios of {R,G,B} + vec3 ratio = color * CrtsRcpF1(peak); + // Apply tonal curve to peak value + peak = peak * CrtsRcpF1(peak * tone.x + tone.y); + // Reconstruct color + return ratio * peak; +} + +float ToSrgb1(float c) { + return (c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055); +} +vec3 ToSrgb(vec3 c) { + return vec3( + ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + float aspect = iResolution.x / iResolution.y; + fragColor.rgb = CrtsFilter( + fragCoord.xy, + vec2(1.0), + iResolution.xy * SCALE * 0.5, + 1.0 / (iResolution.xy * SCALE), + 1.0 / iResolution.xy, + 2.0 / iResolution.xy, + iResolution.y, + vec2(1.0 / (50.0 * aspect), 1.0 / 50.0), + INPUT_THIN, + INPUT_BLUR, + INPUT_MASK, + CrtsTone(INPUT_THIN, INPUT_MASK) + ); + + // Linear to SRGB for output. + fragColor.rgb = ToSrgb(fragColor.rgb); +} \ No newline at end of file diff --git a/ghostty/shaders/cubes.glsl b/ghostty/shaders/cubes.glsl new file mode 100644 index 0000000..2a09505 --- /dev/null +++ b/ghostty/shaders/cubes.glsl @@ -0,0 +1,114 @@ +// credits: https://github.com/rymdlego + +const float speed = 0.2; +const float cube_size = 1.0; +const float cube_brightness = 1.0; +const float cube_rotation_speed = 2.8; +const float camera_rotation_speed = 0.1; + + + +mat3 rotationMatrix(vec3 m,float a) { + m = normalize(m); + float c = cos(a),s=sin(a); + return mat3(c+(1.-c)*m.x*m.x, + (1.-c)*m.x*m.y-s*m.z, + (1.-c)*m.x*m.z+s*m.y, + (1.-c)*m.x*m.y+s*m.z, + c+(1.-c)*m.y*m.y, + (1.-c)*m.y*m.z-s*m.x, + (1.-c)*m.x*m.z-s*m.y, + (1.-c)*m.y*m.z+s*m.x, + c+(1.-c)*m.z*m.z); +} + +float sphere(vec3 pos, float radius) +{ + return length(pos) - radius; +} + +float box(vec3 pos, vec3 size) +{ + float t = iTime; + pos = pos * 0.9 * rotationMatrix(vec3(sin(t/4.0*speed)*10.,cos(t/4.0*speed)*12.,2.7), t*2.4/4.0*speed*cube_rotation_speed); + return length(max(abs(pos) - size, 0.0)); +} + + +float distfunc(vec3 pos) +{ + float t = iTime; + + float size = 0.45 + 0.25*abs(16.0*sin(t*speed/4.0)); + // float size = 2.3 + 1.8*tan((t-5.4)*6.549); + size = cube_size * 0.16 * clamp(size, 2.0, 4.0); + + //pos = pos * rotationMatrix(vec3(0.,-3.,0.7), 3.3 * mod(t/30.0, 4.0)); + vec3 q = mod(pos, 5.0) - 2.5; + float obj1 = box(q, vec3(size)); + return obj1; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + float t = iTime; + vec2 screenPos = -1.0 + 2.0 * fragCoord.xy / iResolution.xy; + screenPos.x *= iResolution.x / iResolution.y; + vec3 cameraOrigin = vec3(t*1.0*speed, 0.0, 0.0); + // vec3 cameraOrigin = vec3(t*1.8*speed, 3.0+t*0.02*speed, 0.0); + vec3 cameraTarget = vec3(t*100., 0.0, 0.0); + cameraTarget = vec3(t*20.0,0.0,0.0) * rotationMatrix(vec3(0.0,0.0,1.0), t*speed*camera_rotation_speed); + + vec3 upDirection = vec3(0.5, 1.0, 0.6); + + vec3 cameraDir = normalize(cameraTarget - cameraOrigin); + vec3 cameraRight = normalize(cross(upDirection, cameraOrigin)); + vec3 cameraUp = cross(cameraDir, cameraRight); + + vec3 rayDir = normalize(cameraRight * screenPos.x + cameraUp * screenPos.y + cameraDir); + + const int MAX_ITER = 64; + const float MAX_DIST = 48.0; + const float EPSILON = 0.001; + + float totalDist = 0.0; + vec3 pos = cameraOrigin; + float dist = EPSILON; + + for (int i = 0; i < MAX_ITER; i++) + { + if (dist < EPSILON || totalDist > MAX_DIST) + break; + dist = distfunc(pos); + totalDist += dist; + pos += dist*rayDir; + } + + vec4 cubes; + + if (dist < EPSILON) + { + // Lighting Code + vec2 eps = vec2(0.0, EPSILON); + vec3 normal = normalize(vec3( + distfunc(pos + eps.yxx) - distfunc(pos - eps.yxx), + distfunc(pos + eps.xyx) - distfunc(pos - eps.xyx), + distfunc(pos + eps.xxy) - distfunc(pos - eps.xxy))); + float diffuse = max(0., dot(-rayDir, normal)); + float specular = pow(diffuse, 32.0); + vec3 color = vec3(diffuse + specular); + vec3 cubeColor = vec3(abs(screenPos),0.5+0.5*sin(t*2.0))*0.8; + cubeColor = mix(cubeColor.rgb, vec3(0.0,0.0,0.0), 1.0); + color += cubeColor; + cubes = vec4(color, 1.0) * vec4(1.0 - (totalDist/MAX_DIST)); + cubes = vec4(cubes.rgb*0.02*cube_brightness, 0.1); + } + else { + cubes = vec4(0.0); + } + + vec2 uv = fragCoord/iResolution.xy; + vec4 terminalColor = texture(iChannel0, uv); + vec3 blendedColor = terminalColor.rgb + cubes.rgb; + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/cursor_blaze.glsl b/ghostty/shaders/cursor_blaze.glsl new file mode 100644 index 0000000..9cbb57f --- /dev/null +++ b/ghostty/shaders/cursor_blaze.glsl @@ -0,0 +1,117 @@ +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); +const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0., 0., 1.0); +// const vec4 TRAIL_COLOR = vec4(0.482, 0.886, 1.0, 1.0); +// const vec4 TRAIL_COLOR_ACCENT = vec4(0.0, 0.424, 1.0, 1.0); +const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR; +const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR; +const float DURATION = 0.3; + +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, 1.0)); + + //Distance between cursors determine the total length of the parallelogram; + vec2 centerCC = getRectangleCenter(currentCursor); + vec2 centerCP = getRectangleCenter(previousCursor); + float lineLength = distance(centerCC, centerCP); + float distanceToEnd = distance(vu.xy, centerCC); + float alphaModifier = distanceToEnd / (lineLength * (1.0 - progress)); + + 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, 1.0 - smoothstep(sdfTrail, -0.01, 0.001)); + newColor = mix(newColor, TRAIL_COLOR, antialising(sdfTrail)); + newColor = mix(fragColor, newColor, 1.0 - alphaModifier); + newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(sdfCursor, -0.000, 0.003 * (1. - progress))); + newColor = mix(newColor, CURRENT_CURSOR_COLOR, 1.0 - smoothstep(sdfCursor, -0.000, 0.003 * (1. - progress))); + fragColor = mix(newColor, fragColor, step(sdfCursor, 0.)); +} diff --git a/ghostty/shaders/cursor_blaze_no_trail.glsl b/ghostty/shaders/cursor_blaze_no_trail.glsl new file mode 100644 index 0000000..87c4e18 --- /dev/null +++ b/ghostty/shaders/cursor_blaze_no_trail.glsl @@ -0,0 +1,162 @@ + +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); +} + +// //Author: https://iquilezles.org/articles/distfunctions2d/ +float sdTrail(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) +{ + float d = dot(p - v0, p - v0); + float s = 1.0; + + // Edge from v3 to v0 + { + vec2 e = v3 - v0; + vec2 w = p - v0; + vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); + d = min(d, dot(b, b)); + + // Compute branchless boolean conditions: + float c0 = step(0.0, p.y - v0.y); // 1 if (p.y >= v0.y) + float c1 = 1.0 - step(0.0, p.y - v3.y); // 1 if (p.y < v3.y) + float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x); // 1 if (e.x*w.y > e.y*w.x) + float allCond = c0 * c1 * c2; + float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2); + // If either allCond or noneCond is 1, then flip factor becomes -1. + float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond)); + s *= flip; + } + + // Edge from v0 to v1 + { + vec2 e = v0 - v1; + vec2 w = p - v1; + vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); + d = min(d, dot(b, b)); + + float c0 = step(0.0, p.y - v1.y); + float c1 = 1.0 - step(0.0, p.y - v0.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; + } + + // Edge from v1 to v2 + { + vec2 e = v1 - v2; + vec2 w = p - v2; + vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); + d = min(d, dot(b, b)); + + float c0 = step(0.0, p.y - v2.y); + float c1 = 1.0 - step(0.0, p.y - v1.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; + } + + // Edge from v2 to v3 + { + vec2 e = v2 - v3; + vec2 w = p - v3; + vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); + d = min(d, dot(b, b)); + + float c0 = step(0.0, p.y - v3.y); + float c1 = 1.0 - step(0.0, p.y - v2.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 s * sqrt(d); +} + +vec2 normalize(vec2 value, float isPosition) { + return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y; +} + +float ParametricBlend(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); +} + +const vec4 TRAIL_COLOR = vec4(0.651, 0.545, 0.980, 1.0); +const vec4 TRAIL_COLOR_ACCENT = vec4(0.957, 0.447, 0.714, 1.0); +// const vec4 TRAIL_COLOR = vec4(0.482, 0.886, 1.0, 1.0); +// const vec4 TRAIL_COLOR_ACCENT = vec4(0.0, 0.424, 1.0, 1.0); +const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR; +const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR; +const float DURATION = 0.3; + +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 = ParametricBlend(clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0)); + + //Distance between cursors determine the total length of the parallelogram; + float lineLength = distance(currentCursor.xy, previousCursor.xy); + float distanceToEnd = distance(vu.xy, vec2(currentCursor.x + (currentCursor.z / 2.), currentCursor.y - (currentCursor.w / 2.))); + float alphaModifier = distanceToEnd / (lineLength * (1.0 - progress)); + + // float d2 = sdTrail(vu, v0, v1, v2, v3); + // newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(d2, -0.01, 0.001)); + // newColor = mix(newColor, TRAIL_COLOR, 1.0 - smoothstep(d2, -0.01, 0.001)); + // newColor = mix(newColor, TRAIL_COLOR, antialising(d2)); + + float cCursorDistance = sdBox(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5); + newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(cCursorDistance, -0.000, 0.003 * (1. - progress))); + newColor = mix(newColor, CURRENT_CURSOR_COLOR, 1.0 - smoothstep(cCursorDistance, -0.000, 0.003 * (1. - progress))); + + // float pCursorDistance = sdBox(vu, previousCursor.xy - (previousCursor.zw * offsetFactor), previousCursor.zw * 0.5); + // newColor = mix(newColor, PREVIOUS_CURSOR_COLOR, antialising(pCursorDistance)); + + fragColor = mix(fragColor, newColor, 1.); + // fragColor = mix(fragColor, newColor, 1.0 - alphaModifier); +} diff --git a/ghostty/shaders/cursor_smear.glsl b/ghostty/shaders/cursor_smear.glsl new file mode 100644 index 0000000..63119de --- /dev/null +++ b/ghostty/shaders/cursor_smear.glsl @@ -0,0 +1,117 @@ +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(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.)); +} +float ease(float x) { + return pow(1.0 - x, 3.0); +} + +// Use this site to convert from HEX to vec4 +// https://enchanted.games/app/colour-converter/ +// const vec4 TRAIL_COLOR = vec4(1., 1., 0., 1.0); // yellow +const vec4 TRAIL_COLOR = vec4(0.9s76, 0.302, 1.0, 1.0); // cursor +// const vec4 TRAIL_COLOR = vec4(0.914, 0.702, 0.992, 1.0); // light cursor +// const vec4 TRAIL_COLOR = vec4(0.016, 0.82, 0.976, 1.0); // cyan +// const vec4 TRAIL_COLOR = vec4(0.216, 0.957, 0.6, 1.0); // green +const float OPACITY = 0.6; +const float DURATION = 0.10; //IN SECONDS + +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); + + float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5); + float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3); + + float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0); + float easedProgress = ease(progress); + // Distance between cursors determine the total length of the parallelogram; + vec2 centerCC = getRectangleCenter(currentCursor); + vec2 centerCP = getRectangleCenter(previousCursor); + float lineLength = distance(centerCC, centerCP); + + vec4 newColor = vec4(fragColor); + // Draw trail + newColor = mix(newColor, TRAIL_COLOR, antialising(sdfTrail)); + // Draw current cursor + newColor = mix(newColor, TRAIL_COLOR, antialising(sdfCurrentCursor)); + newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); + // newColor = mix(fragColor, newColor, OPACITY); + fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * lineLength)); +} diff --git a/ghostty/shaders/cursor_smear_fade.glsl b/ghostty/shaders/cursor_smear_fade.glsl new file mode 100644 index 0000000..fa8be9d --- /dev/null +++ b/ghostty/shaders/cursor_smear_fade.glsl @@ -0,0 +1,114 @@ +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(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.)); +} +float ease(float x) { + return pow(1.0 - x, 3.0); +} + +const vec4 TRAIL_COLOR = vec4(1., 1., 0., 1.0); +const float DURATION = 0.5; //IN SECONDS + +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); + + float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5); + float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3); + + float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0); + float easedProgress = ease(progress); + // Distance between cursors determine the total length of the parallelogram; + vec2 centerCC = getRectangleCenter(currentCursor); + vec2 centerCP = getRectangleCenter(previousCursor); + float lineLength = distance(centerCC, centerCP); + + vec4 newColor = vec4(fragColor); + // Compute fade factor based on distance along the trail + float fadeFactor = 1.0 - smoothstep(lineLength, sdfCurrentCursor, easedProgress * lineLength); + + // Apply fading effect to trail color + vec4 fadedTrailColor = TRAIL_COLOR * fadeFactor; + + // Blend trail with fade effect + newColor = mix(newColor, fadedTrailColor, antialising(sdfTrail)); + // Draw current cursor + newColor = mix(newColor, TRAIL_COLOR, antialising(sdfCurrentCursor)); + newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); + fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * lineLength)); +} diff --git a/ghostty/shaders/cursor_warp.glsl b/ghostty/shaders/cursor_warp.glsl new file mode 100644 index 0000000..82afade --- /dev/null +++ b/ghostty/shaders/cursor_warp.glsl @@ -0,0 +1,303 @@ +// --- CONFIGURATION --- +vec4 TRAIL_COLOR = vec4(0.957, 0.447, 0.714, 1.0); // can change to eg: vec4(0.2, 0.6, 1.0, 0.5); +const float DURATION = 0.2; // total animation time +const float TRAIL_SIZE = 0.8; // 0.0 = all corners move together. 1.0 = max smear (leading corners jump instantly) +const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor height) +const float BLUR = 1.0; // blur size in pixels (for antialiasing) +const float TRAIL_THICKNESS = 1.0; // 1.0 = full cursor height, 0.0 = zero height, >1.0 = funky aah +const float TRAIL_THICKNESS_X = 0.9; + +const float FADE_ENABLED = 0.0; // 1.0 to enable fade gradient along the trail, 0.0 to disable +const float FADE_EXPONENT = 5.0; // exponent for fade gradient along the trail + +// --- 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 getSdfConvexQuad(in vec2 p, in vec2 v1, in vec2 v2, in vec2 v3, in vec2 v4) { + float s = 1.0; + float d = dot(p - v1, p - v1); + + d = seg(p, v1, v2, s, d); + d = seg(p, v2, v3, s, d); + d = seg(p, v3, v4, s, d); + d = seg(p, v4, v1, 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, float blurAmount) { + return 1. - smoothstep(0., normalize(vec2(blurAmount, blurAmount), 0.).x, distance); +} + +// Determines animation duration based on a corner's alignment with the move direction(dot product) +// dot_val will be in [-2, 2] +// > 0.5 (1 or 2) = Leading +// > -0.5 (0) = Side +// <= -0.5 (-1 or -2) = Trailing +float getDurationFromDot(float dot_val, float DURATION_LEAD, float DURATION_SIDE, float DURATION_TRAIL) { + float isLead = step(0.5, dot_val); + float isSide = step(-0.5, dot_val) * (1.0 - isLead); + + // Start with trailing duration + float duration = mix(DURATION_TRAIL, DURATION_SIDE, isSide); + // Mix in leading duration + duration = mix(duration, DURATION_LEAD, isLead); + return duration; +} + +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 halfSizeCC = currentCursor.zw * 0.5; + vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor); + vec2 halfSizeCP = previousCursor.zw * 0.5; + + float sdfCurrentCursor = getSdfRectangle(vu, centerCC, halfSizeCC); + + float lineLength = distance(centerCC, centerCP); + float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE; + + vec4 newColor = vec4(fragColor); + + float baseProgress = iTime - iTimeCursorChange; + + if (lineLength > minDist && baseProgress < DURATION - 0.001) { + // defining corners of cursors + + // Y (Height) with TRAIL_THICKNESS + float cc_half_height = currentCursor.w * 0.5; + float cc_center_y = currentCursor.y - cc_half_height; + float cc_new_half_height = cc_half_height * TRAIL_THICKNESS; + float cc_new_top_y = cc_center_y + cc_new_half_height; + float cc_new_bottom_y = cc_center_y - cc_new_half_height; + + // X (Width) with TRAIL_THICKNESS + float cc_half_width = currentCursor.z * 0.5; + float cc_center_x = currentCursor.x + cc_half_width; + float cc_new_half_width = cc_half_width * TRAIL_THICKNESS_X; + float cc_new_left_x = cc_center_x - cc_new_half_width; + float cc_new_right_x = cc_center_x + cc_new_half_width; + + vec2 cc_tl = vec2(cc_new_left_x, cc_new_top_y); + vec2 cc_tr = vec2(cc_new_right_x, cc_new_top_y); + vec2 cc_bl = vec2(cc_new_left_x, cc_new_bottom_y); + vec2 cc_br = vec2(cc_new_right_x, cc_new_bottom_y); + + // same thing for previous cursor + float cp_half_height = previousCursor.w * 0.5; + float cp_center_y = previousCursor.y - cp_half_height; + float cp_new_half_height = cp_half_height * TRAIL_THICKNESS; + float cp_new_top_y = cp_center_y + cp_new_half_height; + float cp_new_bottom_y = cp_center_y - cp_new_half_height; + + float cp_half_width = previousCursor.z * 0.5; + float cp_center_x = previousCursor.x + cp_half_width; + float cp_new_half_width = cp_half_width * TRAIL_THICKNESS_X; + float cp_new_left_x = cp_center_x - cp_new_half_width; + float cp_new_right_x = cp_center_x + cp_new_half_width; + + vec2 cp_tl = vec2(cp_new_left_x, cp_new_top_y); + vec2 cp_tr = vec2(cp_new_right_x, cp_new_top_y); + vec2 cp_bl = vec2(cp_new_left_x, cp_new_bottom_y); + vec2 cp_br = vec2(cp_new_right_x, cp_new_bottom_y); + + // calculating durations for every corner + const float DURATION_TRAIL = DURATION; + const float DURATION_LEAD = DURATION * (1.0 - TRAIL_SIZE); + const float DURATION_SIDE = (DURATION_LEAD + DURATION_TRAIL) / 2.0; + + vec2 moveVec = centerCC - centerCP; + vec2 s = sign(moveVec); + + // dot products for each corner, determining alignment with movement direction + float dot_tl = dot(vec2(-1., 1.), s); + float dot_tr = dot(vec2( 1., 1.), s); + float dot_bl = dot(vec2(-1.,-1.), s); + float dot_br = dot(vec2( 1.,-1.), s); + + // assign durations based on dot products + float dur_tl = getDurationFromDot(dot_tl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); + float dur_tr = getDurationFromDot(dot_tr, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); + float dur_bl = getDurationFromDot(dot_bl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); + float dur_br = getDurationFromDot(dot_br, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); + + // check direction of horizontal movement + float isMovingRight = step(0.5, s.x); + float isMovingLeft = step(0.5, -s.x); + + // calculate vertical-rail durations + float dot_right_edge = (dot_tr + dot_br) * 0.5; + float dur_right_rail = getDurationFromDot(dot_right_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); + + float dot_left_edge = (dot_tl + dot_bl) * 0.5; + float dur_left_rail = getDurationFromDot(dot_left_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); + + float final_dur_tl = mix(dur_tl, dur_left_rail, isMovingLeft); + float final_dur_bl = mix(dur_bl, dur_left_rail, isMovingLeft); + + float final_dur_tr = mix(dur_tr, dur_right_rail, isMovingRight); + float final_dur_br = mix(dur_br, dur_right_rail, isMovingRight); + + // calculate progress for each corner based on the duration and time since cursor change + float prog_tl = ease(clamp(baseProgress / final_dur_tl, 0.0, 1.0)); + float prog_tr = ease(clamp(baseProgress / final_dur_tr, 0.0, 1.0)); + float prog_bl = ease(clamp(baseProgress / final_dur_bl, 0.0, 1.0)); + float prog_br = ease(clamp(baseProgress / final_dur_br, 0.0, 1.0)); + + // get the trial corner positions based on progress + vec2 v_tl = mix(cp_tl, cc_tl, prog_tl); + vec2 v_tr = mix(cp_tr, cc_tr, prog_tr); + vec2 v_br = mix(cp_br, cc_br, prog_br); + vec2 v_bl = mix(cp_bl, cc_bl, prog_bl); + + // DRAWING THE TRAIL + float sdfTrail = getSdfConvexQuad(vu, v_tl, v_tr, v_br, v_bl); + + // --- FADE GRADIENT CALCULATION --- + vec2 fragVec = vu - centerCP; + + // project fragment onto movement vector, normalize to [0, 1] + // 0.0 at tail, 1.0 at head + // tiny epsilon to avoid division by zero if moveVec is (0,0) + float fadeProgress = clamp(dot(fragVec, moveVec) / (dot(moveVec, moveVec) + 1e-6), 0.0, 1.0); + + vec4 trail = TRAIL_COLOR; + + float effectiveBlur = BLUR; + if (BLUR < 2.5) { + // no antialising on horizontal/vertical movement, fixes 'pulse' like thing on end cursor + float isDiagonal = abs(s.x) * abs(s.y); // 1.0 if diagonal, 0.0 if H/V + float effectiveBlur = mix(0.0, BLUR, isDiagonal); + } + float shapeAlpha = antialising(sdfTrail, effectiveBlur); // shape mask + + if (FADE_ENABLED > 0.5) { + // apply fade gradient along the trail + // float fadeStart = 0.2; + // float easedProgress = smoothstep(fadeStart, 1.0, fadeProgress); + // easedProgress = pow(2.0, 10.0 * (fadeProgress - 1.0)); + float easedProgress = pow(fadeProgress, FADE_EXPONENT); + trail.a *= easedProgress; + } + + float finalAlpha = trail.a * shapeAlpha; + + // newColor.a to preserve the background alpha. + newColor = mix(newColor, vec4(trail.rgb, newColor.a), finalAlpha); + + // punch hole on the trail, so current cursor is drawn on top + newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); + + } + + fragColor = newColor; +} diff --git a/ghostty/shaders/dither.glsl b/ghostty/shaders/dither.glsl new file mode 100644 index 0000000..7bfe740 --- /dev/null +++ b/ghostty/shaders/dither.glsl @@ -0,0 +1,30 @@ +// Simple "dithering" effect +// (c) moni-dz (https://github.com/moni-dz) +// CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/) + +// Packed bayer pattern using bit manipulation +const float bayerPattern[4] = float[4]( + 0x0514, // Encoding 0,8,2,10 + 0xC4E6, // Encoding 12,4,14,6 + 0x3B19, // Encoding 3,11,1,9 + 0xF7D5 // Encoding 15,7,13,5 +); + +float getBayerFromPacked(int x, int y) { + int idx = (x & 3) + ((y & 3) << 2); + return float((int(bayerPattern[y & 3]) >> ((x & 3) << 2)) & 0xF) * (1.0 / 16.0); +} + +#define LEVELS 2.0 // Available color steps per channel +#define INV_LEVELS (1.0 / LEVELS) + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = fragCoord * (1.0 / iResolution.xy); + vec3 color = texture(iChannel0, uv).rgb; + + float threshold = getBayerFromPacked(int(fragCoord.x), int(fragCoord.y)); + vec3 dithered = floor(color * LEVELS + threshold) * INV_LEVELS; + + fragColor = vec4(dithered, 1.0); +} diff --git a/ghostty/shaders/drunkard.glsl b/ghostty/shaders/drunkard.glsl new file mode 100644 index 0000000..e900d4a --- /dev/null +++ b/ghostty/shaders/drunkard.glsl @@ -0,0 +1,68 @@ +// Drunken stupor effect using fractal Brownian motion and Perlin noise +// (c) moni-dz (https://github.com/moni-dz) +// CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/) + +vec2 hash2(vec2 p) { + uvec2 q = uvec2(floatBitsToUint(p.x), floatBitsToUint(p.y)); + q = (q * uvec2(1597334673U, 3812015801U)) ^ (q.yx * uvec2(2798796415U, 1979697793U)); + return vec2(q) * (1.0/float(0xffffffffU)) * 2.0 - 1.0; +} + +float perlin2d(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + vec2 u = f*f*(3.0-2.0*f); + + return mix(mix(dot(hash2(i + vec2(0.0,0.0)), f - vec2(0.0,0.0)), + dot(hash2(i + vec2(1.0,0.0)), f - vec2(1.0,0.0)), u.x), + mix(dot(hash2(i + vec2(0.0,1.0)), f - vec2(0.0,1.0)), + dot(hash2(i + vec2(1.0,1.0)), f - vec2(1.0,1.0)), u.x), u.y); +} + +#define OCTAVES 10 // How many passes of fractal Brownian motion to perform +#define GAIN 0.5 // How much should each pixel move +#define LACUNARITY 2.0 // How fast should each ripple be per pass + +float fbm(vec2 p) { + float sum = 0.0; + float amp = 0.5; + float freq = 1.0; + + for(int i = 0; i < OCTAVES; i++) { + sum += amp * perlin2d(p * freq); + freq *= LACUNARITY; + amp *= GAIN; + } + + return sum; +} + + +#define NOISE_SCALE 1.0 // How distorted the image you want to be +#define NOISE_INTENSITY 0.05 // How strong the noise effect is +#define ABERRATION true // Chromatic aberration +#define ABERRATION_DELTA 0.1 // How strong the chromatic aberration effect is +#define ANIMATE true +#define SPEED 0.4 // Animation speed + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = fragCoord/iResolution.xy; + float time = ANIMATE ? iTime * SPEED : 0.0; + + vec2 noisePos = uv * NOISE_SCALE + vec2(time); + float noise = fbm(noisePos) * NOISE_INTENSITY; + + vec3 col; + + if (ABERRATION) { + col.r = texture(iChannel0, uv + vec2(noise * (1.0 + ABERRATION_DELTA))).r; + col.g = texture(iChannel0, uv + vec2(noise)).g; + col.b = texture(iChannel0, uv + vec2(noise * (1.0 - ABERRATION_DELTA))).b; + } else { + vec2 distortedUV = uv + vec2(noise); + col = texture(iChannel0, distortedUV).rgb; + } + + fragColor = vec4(col, 1.0); +} diff --git a/ghostty/shaders/fireworks-rockets.glsl b/ghostty/shaders/fireworks-rockets.glsl new file mode 100644 index 0000000..e2f0b5a --- /dev/null +++ b/ghostty/shaders/fireworks-rockets.glsl @@ -0,0 +1,109 @@ +// This Ghostty shader is a lightly modified port of https://www.shadertoy.com/view/4dBGRw + +#define BLACK_BLEND_THRESHOLD .4 + +//Creates a diagonal red-and-white striped pattern. +vec3 barberpole(vec2 pos, vec2 rocketpos) { + float d = (pos.x - rocketpos.x) + (pos.y - rocketpos.y); + vec3 col = vec3(1.0); + + d = mod(d * 20., 2.0); + if (d > 1.0) { + col = vec3(1.0, 0.0, 0.0); + } + + return col; +} + +vec3 rocket(vec2 pos, vec2 rocketpos) { + vec3 col = vec3(0.0); + float f = 0.; + float absx = abs(rocketpos.x - pos.x); + float absy = abs(rocketpos.y - pos.y); + + // Wooden stick + if (absx < 0.01 && absy < 0.22) { + col = vec3(1.0, 0.5, 0.5); + } + + // Barberpole + if (absx < 0.05 && absy < 0.15) { + col = barberpole(pos, rocketpos); + } + + // Rocket Point + float pointw = (rocketpos.y - pos.y - 0.25) * -0.7; + if ((rocketpos.y - pos.y) > 0.1) { + f = smoothstep(pointw - 0.001, pointw + 0.001, absx); + + col = mix(vec3(1.0, 0.0, 0.0), col, f); + } + + // Shadow + f = -.5 + smoothstep(-0.05, 0.05, (rocketpos.x - pos.x)); + col *= 0.7 + f; + + return col; +} + +float rand(float val, float seed) { + return cos(val * sin(val * seed) * seed); +} + +float distance2(in vec2 a, in vec2 b) { + return dot(a - b, a - b); +} + +mat2 rr = mat2(cos(1.0), -sin(1.0), sin(1.0), cos(1.0)); + +vec3 drawParticles(vec2 pos, vec3 particolor, float time, vec2 cpos, float gravity, float seed, float timelength) { + vec3 col = vec3(0.0); + vec2 pp = vec2(1.0, 0.0); + for (float i = 1.0; i <= 128.0; i++) { + float d = rand(i, seed); + float fade = (i / 128.0) * time; + vec2 particpos = cpos + time * pp * d; + pp = rr * pp; + col = mix(particolor / fade, col, smoothstep(0.0, 0.0001, distance2(particpos, pos))); + } + col *= smoothstep(0.0, 1.0, (timelength - time) / timelength); + + return col; +} +vec3 drawFireworks(float time, vec2 uv, vec3 particolor, float seed) { + float timeoffset = 2.0; + vec3 col = vec3(0.0); + if (time <= 0.) { + return col; + } + if (mod(time, 6.0) > timeoffset) { + col = drawParticles(uv, particolor, mod(time, 6.0) - timeoffset, vec2(rand(ceil(time / 6.0), seed), -0.5), 0.5, ceil(time / 6.0), seed); + } else { + col = rocket(uv * 3., vec2(3. * rand(ceil(time / 6.0), seed), 3. * (-0.5 + (timeoffset - mod(time, 6.0))))); + } + return col; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = 1.0 - 2.0 * fragCoord.xy / iResolution.xy; + uv.x *= iResolution.x / iResolution.y; + vec3 col = vec3(0.1, 0.1, 0.2); + + // Flip the y-axis so that the rocket is drawn from the bottom of the screen + uv.y = -uv.y; + + col += 0.1 * uv.y; + + col += drawFireworks(iTime, uv, vec3(1.0, 0.1, 0.1), 1.); + col += drawFireworks(iTime - 2.0, uv, vec3(0.0, 1.0, 0.5), 2.); + col += drawFireworks(iTime - 4.0, uv, vec3(1.0, 1.0, 0.1), 3.); + + vec2 termUV = fragCoord.xy / iResolution.xy; + vec4 terminalColor = texture(iChannel0, termUV); + + float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD); + vec3 blendedColor = mix(terminalColor.rgb * 1.0, col.rgb * 0.3, alpha); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/fireworks.glsl b/ghostty/shaders/fireworks.glsl new file mode 100644 index 0000000..42bc98d --- /dev/null +++ b/ghostty/shaders/fireworks.glsl @@ -0,0 +1,116 @@ +// This Ghostty shader is a port of https://www.shadertoy.com/view/lscGRl + +// "Fireworks" by Martijn Steinrucken aka BigWings - 2015 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. +// Email:countfrolic@gmail.com Twitter:@The_ArtOfCode + +#define BLACK_BLEND_THRESHOLD .4 +#define PI 3.141592653589793238 +#define TWOPI 6.283185307179586 +#define S(x,y,z) smoothstep(x,y,z) +#define B(x,y,z,w) S(x-z, x+z, w)*S(y+z, y-z, w) +#define saturate(x) clamp(x,0.,1.) + +#define NUM_EXPLOSIONS 3. +#define NUM_PARTICLES 42. + +// Noise functions by Dave Hoskins +#define MOD3 vec3(.1031,.11369,.13787) +vec3 hash31(float p) { + vec3 p3 = fract(vec3(p) * MOD3); + p3 += dot(p3, p3.yzx + 19.19); + return fract(vec3((p3.x + p3.y) * p3.z, (p3.x + p3.z) * p3.y, (p3.y + p3.z) * p3.x)); +} +float hash12(vec2 p) { + vec3 p3 = fract(vec3(p.xyx) * MOD3); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + +float circ(vec2 uv, vec2 pos, float size) { + uv -= pos; + + size *= size; + return S(size * 1.1, size, dot(uv, uv)); +} + +float light(vec2 uv, vec2 pos, float size) { + uv -= pos; + + size *= size; + return size / dot(uv, uv); +} + +vec3 explosion(vec2 uv, vec2 p, float seed, float t) { + vec3 col = vec3(0.); + + vec3 en = hash31(seed); + vec3 baseCol = en; + for (float i = 0.; i < NUM_PARTICLES; i++) { + vec3 n = hash31(i) - .5; + + vec2 startP = p - vec2(0., t * t * .1); + vec2 endP = startP + normalize(n.xy) * n.z - vec2(0., t * .2); + + float pt = 1. - pow(t - 1., 2.); + vec2 pos = mix(p, endP, pt); + float size = mix(.01, .005, S(0., .1, pt)); + size *= S(1., .1, pt); + + float sparkle = (sin((pt + n.z) * 21.) * .5 + .5); + sparkle = pow(sparkle, pow(en.x, 3.) * 50.) * mix(0.01, .01, en.y * n.y); + + //size += sparkle*B(.6, 1., .1, t); + size += sparkle * B(en.x, en.y, en.z, t); + + col += baseCol * light(uv, pos, size); + } + + return col; +} + +vec3 Rainbow(vec3 c) { + float t = iTime; + + float avg = (c.r + c.g + c.b) / 3.; + c = avg + (c - avg) * sin(vec3(0., .333, .666) + t); + + c += sin(vec3(.4, .3, .3) * t + vec3(1.1244, 3.43215, 6.435)) * vec3(.4, .1, .5); + + return c; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = fragCoord.xy / iResolution.xy; + uv.x -= .5; + uv.x *= iResolution.x / iResolution.y; + + // Flip the y-axis so that the gravity is downwards + uv.y = -uv.y + 1.; + + float n = hash12(uv + 10.); + float t = iTime * .5; + + vec3 c = vec3(0.); + + for (float i = 0.; i < NUM_EXPLOSIONS; i++) { + float et = t + i * 1234.45235; + float id = floor(et); + et -= id; + + vec2 p = hash31(id).xy; + p.x -= .5; + p.x *= 1.6; + c += explosion(uv, p, id, et); + } + c = Rainbow(c); + + vec2 termUV = fragCoord.xy / iResolution.xy; + vec4 terminalColor = texture(iChannel0, termUV); + + float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD); + vec3 blendedColor = mix(terminalColor.rgb * 1.0, c.rgb * 0.3, alpha); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/gears-and-belts.glsl b/ghostty/shaders/gears-and-belts.glsl new file mode 100644 index 0000000..9976b34 --- /dev/null +++ b/ghostty/shaders/gears-and-belts.glsl @@ -0,0 +1,377 @@ +// sligltly modified version of https://www.shadertoy.com/view/DsVSDV +// The only changes are done in the mainImage function +// Ive added comments on what to modify +// works really well with most colorschemes + +#define Rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) +#define antialiasing(n) n/min(iResolution.y,iResolution.x) +#define S(d,b) smoothstep(antialiasing(3.0),b,d) +#define B(p,s) max(abs(p).x-s.x,abs(p).y-s.y) +#define deg45 .707 +#define R45(p) (( p + vec2(p.y,-p.x) ) *deg45) +#define Tri(p,s) max(R45(p).x,max(R45(p).y,B(p,s))) +#define DF(a,b) length(a) * cos( mod( atan(a.y,a.x)+6.28/(b*8.0), 6.28/((b*8.0)*0.5))+(b-1.)*6.28/(b*8.0) + vec2(0,11) ) + +float random (vec2 p) { + return fract(sin(dot(p.xy, vec2(12.9898,78.233)))* 43758.5453123); +} + +float innerGear(vec2 p, float dir){ + p*=Rot(radians(-iTime*45.+45.)*dir); + vec2 prevP = p; + + //p*=Rot(radians(iTime*45.+20.)); + p = DF(p,7.); + p-=vec2(0.24); + p*=Rot(deg45); + float d = B(p,vec2(0.01,0.06)); + p = prevP; + float d2 = abs(length(p)-0.42)-0.02; + d = min(d,d2); + d2 = abs(length(p)-0.578)-0.02; + d = min(d,d2); + d2 = abs(length(p)-0.499)-0.005; + d = min(d,d2); + + p = DF(p,7.); + p-=vec2(0.43); + p*=Rot(deg45); + d2 = B(p,vec2(0.01,0.04)); + d = min(d,d2); + + return d; +} + +vec3 pattern1(vec2 p, vec3 col, float dir){ + vec2 prevP = p; + float size = 0.499; + float thick = 0.15; + + p+=vec2(size); + float d = abs(length(p)-size)-thick; + d = max(d,innerGear(p,dir)); + col = mix(col,vec3(1.),S(d,0.0)); + + p = prevP; + p-=vec2(size); + d = abs(length(p)-size)-thick; + d = max(d,innerGear(p,dir)); + col = mix(col,vec3(1.),S(d,0.0)); + + return col; +} + +vec3 pattern2(vec2 p, vec3 col, float dir){ + + vec2 prevP = p; + float size = 0.33; + float thick = 0.15; + float thift = 0.0; + float speed = 0.3; + + p-=vec2(size,0.); + float d = B(p,vec2(size,thick)); + + p.x+=thift; + p.x-=iTime*speed*dir; + p.x=mod(p.x,0.08)-0.04; + d = max(d,B(p,vec2(0.011,thick))); + p = prevP; + d = max(-(abs(p.y)-0.1),d); + //d = min(B(p,vec2(1.,0.1)),d); + p.y=abs(p.y)-0.079; + d = min(B(p,vec2(1.,0.02)),d); + + p = prevP; + p-=vec2(0.0,size); + float d2 = B(p,vec2(thick,size)); + + p.y+=thift; + p.y+=iTime*speed*dir; + p.y=mod(p.y,0.08)-0.04; + d2 = max(d2,B(p,vec2(thick,0.011))); + + p = prevP; + d2 = max(-(abs(p.x)-0.1),d2); + d2 = min(B(p,vec2(0.005,1.)),d2); + p.x=abs(p.x)-0.079; + d2 = min(B(p,vec2(0.02,1.)),d2); + + d = min(d,d2); + + p = prevP; + p+=vec2(0.0,size); + d2 = B(p,vec2(thick,size)); + + p.y+=thift; + p.y-=iTime*speed*dir; + p.y=mod(p.y,0.08)-0.04; + d2 = max(d2,B(p,vec2(thick,0.011))); + + p = prevP; + d2 = max(-(abs(p.x)-0.1),d2); + d2 = min(B(p,vec2(0.005,1.)),d2); + p.x=abs(p.x)-0.079; + d2 = min(B(p,vec2(0.02,1.)),d2); + + d = min(d,d2); + + p = prevP; + p+=vec2(size,0.0); + d2 = B(p,vec2(size,thick)); + + p.x+=thift; + p.x+=iTime*speed*dir; + p.x=mod(p.x,0.08)-0.04; + d2 = max(d2,B(p,vec2(0.011,thick))); + d = min(d,d2); + p = prevP; + d = max(-(abs(p.y)-0.1),d); + d = min(B(p,vec2(1.,0.005)),d); + p.y=abs(p.y)-0.079; + d = min(B(p,vec2(1.,0.02)),d); + + p = prevP; + d2 = abs(B(p,vec2(size*0.3)))-0.05; + d = min(d,d2); + + col = mix(col,vec3(1.),S(d,0.0)); + + d = B(p,vec2(0.08)); + col = mix(col,vec3(0.),S(d,0.0)); + + p*=Rot(radians(60.*iTime*dir)); + d = B(p,vec2(0.03)); + col = mix(col,vec3(1.),S(d,0.0)); + + return col; +} + +vec3 drawBelt(vec2 p, vec3 col, float size){ + vec2 prevP = p; + + p*=size; + vec2 id = floor(p); + vec2 gr = fract(p)-0.5; + float dir = mod(id.x+id.y,2.)*2.-1.; + float n = random(id); + + if(n<0.5){ + if(n<0.25){ + gr.x*=-1.; + } + col = pattern1(gr,col,dir); + } else { + if(n>0.75){ + gr.x*=-1.; + } + col = pattern2(gr,col,dir); + } + + return col; +} + +vec3 gear(vec2 p, vec3 col, float dir){ + vec2 prevP = p; + + p*=Rot(radians(iTime*45.+13.)*-dir); + p = DF(p,7.); + p-=vec2(0.23); + p*=Rot(deg45); + float d = B(p,vec2(0.01,0.04)); + p = prevP; + float d2 = abs(length(p)-0.29)-0.02; + d = min(d,d2); + col = mix(col,vec3(1.),S(d,0.0)); + + p*=Rot(radians(iTime*30.-30.)*dir); + p = DF(p,6.); + p-=vec2(0.14); + p*=Rot(radians(45.)); + d = B(p,vec2(0.01,0.03)); + p = prevP; + d2 =abs( length(p)-0.1)-0.02; + p*=Rot(radians(iTime*25.+30.)*-dir); + d2 = max(-(abs(p.x)-0.05),d2); + d = min(d,d2); + col = mix(col,vec3(1.),S(d,0.0)); + + return col; +} + +vec3 item0(vec2 p, vec3 col, float dir){ + vec2 prevP = p; + p.x*=dir; + p*=Rot(radians(iTime*30.+30.)); + float d = abs(length(p)-0.2)-0.05; + col = mix(col,vec3(0.3),S(d,0.0)); + + d = abs(length(p)-0.2)-0.05; + d = max(-p.x,d); + float a = clamp(atan(p.x,p.y)*0.5,0.3,1.); + + col = mix(col,vec3(a),S(d,0.0)); + + return col; +} + + +vec3 item1(vec2 p, vec3 col, float dir){ + p.x*=dir; + vec2 prevP = p; + p*=Rot(radians(iTime*30.+30.)); + float d = abs(length(p)-0.25)-0.04; + d = abs(max((abs(p.y)-0.15),d))-0.005; + float d2 = abs(length(p)-0.25)-0.01; + d2 = max((abs(p.y)-0.12),d2); + d = min(d,d2); + + d2 = abs(length(p)-0.27)-0.01; + d2 = max(-(abs(p.y)-0.22),d2); + d = min(d,d2); + d2 = B(p,vec2(0.01,0.32)); + d2 = max(-(abs(p.y)-0.22),d2); + d = min(d,d2); + + p = prevP; + p*=Rot(radians(iTime*-20.+30.)); + p = DF(p,2.); + p-=vec2(0.105); + p*=Rot(radians(45.)); + d2 = B(p,vec2(0.03,0.01)); + d = min(d,d2); + + p = prevP; + d2 = abs(length(p)-0.09)-0.005; + d2 = max(-(abs(p.x)-0.03),d2); + d2 = max(-(abs(p.y)-0.03),d2); + d = min(d,d2); + + col = mix(col,vec3(0.6),S(d,0.0)); + + return col; +} + +vec3 item2(vec2 p, vec3 col, float dir){ + p.x*=dir; + p*=Rot(radians(iTime*50.-10.)); + vec2 prevP = p; + float d = abs(length(p)-0.15)-0.005; + float d2 = abs(length(p)-0.2)-0.01; + d2 = max((abs(p.y)-0.15),d2); + d = min(d,d2); + + p = DF(p,1.); + p-=vec2(0.13); + p*=Rot(radians(45.)); + d2 = B(p,vec2(0.008,0.1)); + d = min(d,d2); + + p = prevP; + p = DF(p,4.); + p-=vec2(0.18); + p*=Rot(radians(45.)); + d2 = B(p,vec2(0.005,0.02)); + d = min(d,d2); + + col = mix(col,vec3(0.6),S(d,0.0)); + + return col; +} + +float needle(vec2 p){ + p.y-=0.05; + p*=1.5; + vec2 prevP = p; + p.y-=0.3; + p.x*=6.; + float d = Tri(p,vec2(0.3)); + p = prevP; + p.y+=0.1; + p.x*=2.; + p.y*=-1.; + float d2 = Tri(p,vec2(0.1)); + d = min(d,d2); + return d; +} + +vec3 item3(vec2 p, vec3 col, float dir){ + + p*=Rot(radians(sin(iTime*dir)*120.)); + vec2 prevP = p; + + p.y= abs(p.y)-0.05; + float d = needle(p); + p = prevP; + float d2 = abs(length(p)-0.1)-0.003; + d2 = max(-(abs(p.x)-0.05),d2); + d = min(d,d2); + d2 = abs(length(p)-0.2)-0.005; + d2 = max(-(abs(p.x)-0.08),d2); + d = min(d,d2); + + p = DF(p,4.); + p-=vec2(0.18); + d2 = length(p)-0.01; + p = prevP; + d2 = max(-(abs(p.x)-0.03),d2); + d = min(d,d2); + + col = mix(col,vec3(0.6),S(d,0.0)); + + return col; +} + +vec3 drawGearsAndItems(vec2 p, vec3 col, float size){ + vec2 prevP = p; + p*=size; + p+=vec2(0.5); + + vec2 id = floor(p); + vec2 gr = fract(p)-0.5; + + float n = random(id); + float dir = mod(id.x+id.y,2.)*2.-1.; + if(n<0.3){ + col = gear(gr,col,dir); + } else if(n>=0.3 && n<0.5){ + col = item0(gr,col,dir); + } else if(n>=0.5 && n<0.7){ + col = item1(gr,col,dir); + } else if(n>=0.7 && n<0.8) { + col = item2(gr,col,dir); + } else if(n>=0.8){ + col = item3(gr,col,dir); + } + + return col; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 p = (fragCoord-0.5*iResolution.xy)/iResolution.y; + // set speed of downwards motion + p.y+=iTime*0.02; + + float size = 4.; + vec3 col = vec3(0.); + + // Modify the colors to be darker by multiplying with a small factor + vec3 darkFactor = vec3(.5); // This makes everything 50% as bright + + // Get the original colors but make them darker + col = drawBelt(p, col, size) * darkFactor; + col = drawGearsAndItems(p, col, size) * darkFactor; + + // Additional option: you can add a color tint to make it less stark white + vec3 tint = vec3(0.1, 0.12, 0.15); // Slight blue-ish dark tint + col = col * tint; + + vec2 uv = fragCoord/iResolution.xy; + vec4 terminalColor = texture(iChannel0, uv); + + // Blend with reduced opacity for the shader elements + vec3 blendedColor = terminalColor.rgb + col.rgb * 0.7; // Reduced blend factor + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/glitchy.glsl b/ghostty/shaders/glitchy.glsl new file mode 100644 index 0000000..603e3ec --- /dev/null +++ b/ghostty/shaders/glitchy.glsl @@ -0,0 +1,117 @@ +// modified version of https://www.shadertoy.com/view/wld3WN +// amount of seconds for which the glitch loop occurs +#define DURATION 10. +// percentage of the duration for which the glitch is triggered +#define AMT .1 + +#define SS(a, b, x) (smoothstep(a, b, x) * smoothstep(b, a, x)) + +#define UI0 1597334673U +#define UI1 3812015801U +#define UI2 uvec2(UI0, UI1) +#define UI3 uvec3(UI0, UI1, 2798796415U) +#define UIF (1. / float(0xffffffffU)) + +// Hash by David_Hoskins +vec3 hash33(vec3 p) +{ + uvec3 q = uvec3(ivec3(p)) * UI3; + q = (q.x ^ q.y ^ q.z)*UI3; + return -1. + 2. * vec3(q) * UIF; +} + +// Gradient noise by iq +float gnoise(vec3 x) +{ + // grid + vec3 p = floor(x); + vec3 w = fract(x); + + // quintic interpolant + vec3 u = w * w * w * (w * (w * 6. - 15.) + 10.); + + // gradients + vec3 ga = hash33(p + vec3(0., 0., 0.)); + vec3 gb = hash33(p + vec3(1., 0., 0.)); + vec3 gc = hash33(p + vec3(0., 1., 0.)); + vec3 gd = hash33(p + vec3(1., 1., 0.)); + vec3 ge = hash33(p + vec3(0., 0., 1.)); + vec3 gf = hash33(p + vec3(1., 0., 1.)); + vec3 gg = hash33(p + vec3(0., 1., 1.)); + vec3 gh = hash33(p + vec3(1., 1., 1.)); + + // projections + float va = dot(ga, w - vec3(0., 0., 0.)); + float vb = dot(gb, w - vec3(1., 0., 0.)); + float vc = dot(gc, w - vec3(0., 1., 0.)); + float vd = dot(gd, w - vec3(1., 1., 0.)); + float ve = dot(ge, w - vec3(0., 0., 1.)); + float vf = dot(gf, w - vec3(1., 0., 1.)); + float vg = dot(gg, w - vec3(0., 1., 1.)); + float vh = dot(gh, w - vec3(1., 1., 1.)); + + // interpolation + float gNoise = va + u.x * (vb - va) + + u.y * (vc - va) + + u.z * (ve - va) + + u.x * u.y * (va - vb - vc + vd) + + u.y * u.z * (va - vc - ve + vg) + + u.z * u.x * (va - vb - ve + vf) + + u.x * u.y * u.z * (-va + vb + vc - vd + ve - vf - vg + vh); + + return 2. * gNoise; +} + +// gradient noise in range [0, 1] +float gnoise01(vec3 x) +{ + return .5 + .5 * gnoise(x); +} + +// warp uvs for the crt effect +vec2 crt(vec2 uv) +{ + float tht = atan(uv.y, uv.x); + float r = length(uv); + // curve without distorting the center + r /= (1. - .1 * r * r); + uv.x = r * cos(tht); + uv.y = r * sin(tht); + return .5 * (uv + 1.); +} + + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = fragCoord / iResolution.xy; + float t = iTime; + + // smoothed interval for which the glitch gets triggered + float glitchAmount = SS(DURATION * .001, DURATION * AMT, mod(t, DURATION)); + float displayNoise = 0.; + vec3 col = vec3(0.); + vec2 eps = vec2(5. / iResolution.x, 0.); + vec2 st = vec2(0.); + + // analog distortion + float y = uv.y * iResolution.y; + float distortion = gnoise(vec3(0., y * .01, t * 500.)) * (glitchAmount * 4. + .1); + distortion *= gnoise(vec3(0., y * .02, t * 250.)) * (glitchAmount * 2. + .025); + + ++displayNoise; + distortion += smoothstep(.999, 1., sin((uv.y + t * 1.6) * 2.)) * .02; + distortion -= smoothstep(.999, 1., sin((uv.y + t) * 2.)) * .02; + st = uv + vec2(distortion, 0.); + // chromatic aberration + col.r += textureLod(iChannel0, st + eps + distortion, 0.).r; + col.g += textureLod(iChannel0, st, 0.).g; + col.b += textureLod(iChannel0, st - eps - distortion, 0.).b; + + // white noise + scanlines + displayNoise = 0.2 * clamp(displayNoise, 0., 1.); + col += (.15 + .65 * glitchAmount) * (hash33(vec3(fragCoord, mod(float(iFrame), + 1000.))).r) * displayNoise; + col -= (.25 + .75 * glitchAmount) * (sin(4. * t + uv.y * iResolution.y * 1.75)) + * displayNoise; + fragColor = vec4(col, 1.0); +} diff --git a/ghostty/shaders/glow-rgbsplit-twitchy.glsl b/ghostty/shaders/glow-rgbsplit-twitchy.glsl new file mode 100644 index 0000000..9411e4e --- /dev/null +++ b/ghostty/shaders/glow-rgbsplit-twitchy.glsl @@ -0,0 +1,144 @@ +// First it does a "chromatic aberration" by splitting the rgb signals by a product of sin functions +// over time, then it does a glow effect in a perceptual color space +// Based on kalgynirae's Ghostty passable glow shader and NickWest's Chromatic Aberration shader demo +// Passable glow: https://github.com/kalgynirae/dotfiles/blob/main/ghostty/glow.glsl +// "Chromatic Aberration": https://www.shadertoy.com/view/Mds3zn + +// sRGB linear -> nonlinear transform from https://bottosson.github.io/posts/colorwrong/ +float f(float x) { + if (x >= 0.0031308) { + return 1.055 * pow(x, 1.0 / 2.4) - 0.055; + } else { + return 12.92 * x; + } +} + +float f_inv(float x) { + if (x >= 0.04045) { + return pow((x + 0.055) / 1.055, 2.4); + } else { + return x / 12.92; + } +} + +// Oklab <-> linear sRGB conversions from https://bottosson.github.io/posts/oklab/ +vec4 toOklab(vec4 rgb) { + vec3 c = vec3(f_inv(rgb.r), f_inv(rgb.g), f_inv(rgb.b)); + float l = 0.4122214708 * c.r + 0.5363325363 * c.g + 0.0514459929 * c.b; + float m = 0.2119034982 * c.r + 0.6806995451 * c.g + 0.1073969566 * c.b; + float s = 0.0883024619 * c.r + 0.2817188376 * c.g + 0.6299787005 * c.b; + float l_ = pow(l, 1.0 / 3.0); + float m_ = pow(m, 1.0 / 3.0); + float s_ = pow(s, 1.0 / 3.0); + return vec4( + 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_, + 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_, + 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_, + rgb.a + ); +} + +vec4 toRgb(vec4 oklab) { + vec3 c = oklab.rgb; + float l_ = c.r + 0.3963377774 * c.g + 0.2158037573 * c.b; + float m_ = c.r - 0.1055613458 * c.g - 0.0638541728 * c.b; + float s_ = c.r - 0.0894841775 * c.g - 1.2914855480 * c.b; + float l = l_ * l_ * l_; + float m = m_ * m_ * m_; + float s = s_ * s_ * s_; + vec3 linear_srgb = vec3( + 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, + -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, + -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s + ); + return vec4( + clamp(f(linear_srgb.r), 0.0, 1.0), + clamp(f(linear_srgb.g), 0.0, 1.0), + clamp(f(linear_srgb.b), 0.0, 1.0), + oklab.a + ); +} + +// Bloom samples from https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f +const vec3[24] samples = { + vec3(0.1693761725038636, 0.9855514761735895, 1), + vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475), + vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258), + vec3(1.554155680728463, -1.2588090085709776, 0.5), + vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579), + vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631), + vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272), + vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373), + vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333), + vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794), + vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363), + vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129), + vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146), + vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244), + vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611), + vec3(-3.6548858794907493, -1.6253643308191343, 0.25), + vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297), + vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587), + vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174), + vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896), + vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924), + vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041), + vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477), + vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154) +}; + +float offsetFunction(float iTime) { + float amount = 1.0; + const float periods[4] = {6.0, 16.0, 19.0, 27.0}; + for (int i = 0; i < 4; i++) { + amount *= 1.0 + 0.5 * sin(iTime*periods[i]); + } + //return amount; + return amount * periods[3]; +} + +const float DIM_CUTOFF = 0.35; +const float BRIGHT_CUTOFF = 0.65; +const float ABBERATION_FACTOR = 0.05; + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord.xy / iResolution.xy; + + float amount = offsetFunction(iTime); + + vec3 col; + col.r = texture( iChannel0, vec2(uv.x-ABBERATION_FACTOR*amount / iResolution.x, uv.y) ).r; + col.g = texture( iChannel0, uv ).g; + col.b = texture( iChannel0, vec2(uv.x+ABBERATION_FACTOR*amount / iResolution.x, uv.y) ).b; + + vec4 splittedColor = vec4(col, 1.0); + vec4 source = toOklab(splittedColor); + vec4 dest = source; + + if (source.x > DIM_CUTOFF) { + dest.x *= 1.2; + // dest.x = 1.2; + } else { + vec2 step = vec2(1.414) / iResolution.xy; + vec3 glow = vec3(0.0); + for (int i = 0; i < 24; i++) { + vec3 s = samples[i]; + float weight = s.z; + vec4 c = toOklab(texture(iChannel0, uv + s.xy * step)); + if (c.x > DIM_CUTOFF) { + glow.yz += c.yz * weight * 0.3; + if (c.x <= BRIGHT_CUTOFF) { + glow.x += c.x * weight * 0.05; + } else { + glow.x += c.x * weight * 0.10; + } + } + } + // float lightness_diff = clamp(glow.x - dest.x, 0.0, 1.0); + // dest.x = lightness_diff; + // dest.yz = dest.yz * (1.0 - lightness_diff) + glow.yz * lightness_diff; + dest.xyz += glow.xyz; + } + + fragColor = toRgb(dest); +} diff --git a/ghostty/shaders/gradient-background.glsl b/ghostty/shaders/gradient-background.glsl new file mode 100644 index 0000000..beae0cf --- /dev/null +++ b/ghostty/shaders/gradient-background.glsl @@ -0,0 +1,25 @@ +// credits: https://github.com/unkn0wncode +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + // Normalize pixel coordinates (range from 0 to 1) + vec2 uv = fragCoord.xy / iResolution.xy; + + // Create a gradient from bottom right to top left as a function (x + y)/2 + float gradientFactor = (uv.x + uv.y) / 2.0; + + // Define gradient colors (adjust to your preference) + vec3 gradientStartColor = vec3(0.1, 0.1, 0.5); // Start color (e.g., dark blue) + vec3 gradientEndColor = vec3(0.5, 0.1, 0.1); // End color (e.g., dark red) + + vec3 gradientColor = mix(gradientStartColor, gradientEndColor, gradientFactor); + + // Sample the terminal screen texture including alpha channel + vec4 terminalColor = texture(iChannel0, uv); + + // Make a mask that is 1.0 where the terminal content is not black + float mask = 1 - step(0.5, dot(terminalColor.rgb, vec3(1.0))); + vec3 blendedColor = mix(terminalColor.rgb, gradientColor, mask); + + // Apply terminal's alpha to control overall opacity + fragColor = vec4(blendedColor, terminalColor.a); +} \ No newline at end of file diff --git a/ghostty/shaders/inside-the-matrix.glsl b/ghostty/shaders/inside-the-matrix.glsl new file mode 100644 index 0000000..6992069 --- /dev/null +++ b/ghostty/shaders/inside-the-matrix.glsl @@ -0,0 +1,413 @@ +/* + Feel free to do anything you want with this code. + This shader uses "runes" code by FabriceNeyret2 (https://www.shadertoy.com/view/4ltyDM) + which is based on "runes" by otaviogood (https://shadertoy.com/view/MsXSRn). + These random runes look good as matrix symbols and have acceptable performance. + + @pkazmier modified this shader to work in Ghostty. +*/ + +const int ITERATIONS = 40; //use less value if you need more performance +const float SPEED = .5; + +const float STRIP_CHARS_MIN = 7.; +const float STRIP_CHARS_MAX = 40.; +const float STRIP_CHAR_HEIGHT = 0.15; +const float STRIP_CHAR_WIDTH = 0.10; +const float ZCELL_SIZE = 1. * (STRIP_CHAR_HEIGHT * STRIP_CHARS_MAX); //the multiplier can't be less than 1. +const float XYCELL_SIZE = 12. * STRIP_CHAR_WIDTH; //the multiplier can't be less than 1. + +const int BLOCK_SIZE = 10; //in cells +const int BLOCK_GAP = 2; //in cells + +const float WALK_SPEED = 0.5 * XYCELL_SIZE; +const float BLOCKS_BEFORE_TURN = 3.; + + +const float PI = 3.14159265359; + + +// ---- random ---- + +float hash(float v) { + return fract(sin(v)*43758.5453123); +} + +float hash(vec2 v) { + return hash(dot(v, vec2(5.3983, 5.4427))); +} + +vec2 hash2(vec2 v) +{ + v = vec2(v * mat2(127.1, 311.7, 269.5, 183.3)); + return fract(sin(v)*43758.5453123); +} + +vec4 hash4(vec2 v) +{ + vec4 p = vec4(v * mat4x2( 127.1, 311.7, + 269.5, 183.3, + 113.5, 271.9, + 246.1, 124.6 )); + return fract(sin(p)*43758.5453123); +} + +vec4 hash4(vec3 v) +{ + vec4 p = vec4(v * mat4x3( 127.1, 311.7, 74.7, + 269.5, 183.3, 246.1, + 113.5, 271.9, 124.6, + 271.9, 269.5, 311.7 ) ); + return fract(sin(p)*43758.5453123); +} + + +// ---- symbols ---- +// Slightly modified version of "runes" by FabriceNeyret2 - https://www.shadertoy.com/view/4ltyDM +// Which is based on "runes" by otaviogood - https://shadertoy.com/view/MsXSRn + +float rune_line(vec2 p, vec2 a, vec2 b) { // from https://www.shadertoy.com/view/4dcfW8 + p -= a, b -= a; + float h = clamp(dot(p, b) / dot(b, b), 0., 1.); // proj coord on line + return length(p - b * h); // dist to segment +} + +float rune(vec2 U, vec2 seed, float highlight) +{ + float d = 1e5; + for (int i = 0; i < 4; i++) // number of strokes + { + vec4 pos = hash4(seed); + seed += 1.; + + // each rune touches the edge of its box on all 4 sides + if (i == 0) pos.y = .0; + if (i == 1) pos.x = .999; + if (i == 2) pos.x = .0; + if (i == 3) pos.y = .999; + // snap the random line endpoints to a grid 2x3 + vec4 snaps = vec4(2, 3, 2, 3); + pos = ( floor(pos * snaps) + .5) / snaps; + + if (pos.xy != pos.zw) //filter out single points (when start and end are the same) + d = min(d, rune_line(U, pos.xy, pos.zw + .001) ); // closest line + } + return smoothstep(0.1, 0., d) + highlight*smoothstep(0.4, 0., d); +} + +float random_char(vec2 outer, vec2 inner, float highlight) { + vec2 seed = vec2(dot(outer, vec2(269.5, 183.3)), dot(outer, vec2(113.5, 271.9))); + return rune(inner, seed, highlight); +} + + +// ---- digital rain ---- + +// xy - horizontal, z - vertical +vec3 rain(vec3 ro3, vec3 rd3, float time) { + vec4 result = vec4(0.); + + // normalized 2d projection + vec2 ro2 = vec2(ro3); + vec2 rd2 = normalize(vec2(rd3)); + + // we use formulas `ro3 + rd3 * t3` and `ro2 + rd2 * t2`, `t3_to_t2` is a multiplier to convert t3 to t2 + bool prefer_dx = abs(rd2.x) > abs(rd2.y); + float t3_to_t2 = prefer_dx ? rd3.x / rd2.x : rd3.y / rd2.y; + + // at first, horizontal space (xy) is divided into cells (which are columns in 3D) + // then each xy-cell is divided into vertical cells (along z) - each of these cells contains one raindrop + + ivec3 cell_side = ivec3(step(0., rd3)); //for positive rd.x use cell side with higher x (1) as the next side, for negative - with lower x (0), the same for y and z + ivec3 cell_shift = ivec3(sign(rd3)); //shift to move to the next cell + + // move through xy-cells in the ray direction + float t2 = 0.; // the ray formula is: ro2 + rd2 * t2, where t2 is positive as the ray has a direction. + ivec2 next_cell = ivec2(floor(ro2/XYCELL_SIZE)); //first cell index where ray origin is located + for (int i=0; i= t2s && tmin <= t2) { + float u = s.x * rd2.y - s.y * rd2.x; //horizontal coord in the matrix strip + if (abs(u) < target_rad) { + u = (u/target_rad + 1.) / 2.; + float z = ro3.z + rd3.z * tmin/t3_to_t2; + float v = (z - target_z) / target_length; //vertical coord in the matrix strip + if (v >= 0.0 && v < 1.0) { + float c = floor(v * chars_count); //symbol index relative to the start of the strip, with addition of char_z_shift it becomes an index relative to the whole cell + float q = fract(v * chars_count); + vec2 char_hash = hash2(vec2(c+char_z_shift, cell_hash2.x)); + if (char_hash.x >= 0.1 || c == 0.) { //10% of missed symbols + float time_factor = floor(c == 0. ? time*5.0 : //first symbol is changed fast + time*(1.0*cell_hash2.z + //strips are changed sometime with different speed + cell_hash2.w*cell_hash2.w*4.*pow(char_hash.y, 4.))); //some symbols in some strips are changed relatively often + float a = random_char(vec2(char_hash.x, time_factor), vec2(u,q), max(1., 3. - c/2.)*0.2); //alpha + a *= clamp((chars_count - 0.5 - c) / 2., 0., 1.); //tail fade + if (a > 0.) { + float attenuation = 1. + pow(0.06*tmin/t3_to_t2, 2.); + vec3 col = (c == 0. ? vec3(0.67, 1.0, 0.82) : vec3(0.25, 0.80, 0.40)) / attenuation; + float a1 = result.a; + result.a = a1 + (1. - a1) * a; + result.xyz = (result.xyz * a1 + col * (1. - a1) * a) / result.a; + if (result.a > 0.98) return result.xyz; + } + } + } + } + } + // not found in this cell - go to next vertical cell + zcell += cell_shift.z; + } + // go to next horizontal cell + } + + return result.xyz * result.a; +} + + +// ---- main, camera ---- + +vec2 rotate(vec2 v, float a) { + float s = sin(a); + float c = cos(a); + mat2 m = mat2(c, -s, s, c); + return m * v; +} + +vec3 rotateX(vec3 v, float a) { + float s = sin(a); + float c = cos(a); + return mat3(1.,0.,0.,0.,c,-s,0.,s,c) * v; +} + +vec3 rotateY(vec3 v, float a) { + float s = sin(a); + float c = cos(a); + return mat3(c,0.,-s,0.,1.,0.,s,0.,c) * v; +} + +vec3 rotateZ(vec3 v, float a) { + float s = sin(a); + float c = cos(a); + return mat3(c,-s,0.,s,c,0.,0.,0.,1.) * v; +} + +float smoothstep1(float x) { + return smoothstep(0., 1., x); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + if (STRIP_CHAR_WIDTH > XYCELL_SIZE || STRIP_CHAR_HEIGHT * STRIP_CHARS_MAX > ZCELL_SIZE) { + // error + fragColor = vec4(1., 0., 0., 1.); + return; + } + + vec2 uv = fragCoord.xy / iResolution.xy; + + float time = iTime * SPEED; + + const float turn_rad = 0.25 / BLOCKS_BEFORE_TURN; //0 .. 0.5 + const float turn_abs_time = (PI/2.*turn_rad) * 1.5; //multiplier different than 1 means a slow down on turns + const float turn_time = turn_abs_time / (1. - 2.*turn_rad + turn_abs_time); //0..1, but should be <= 0.5 + + float level1_size = float(BLOCK_SIZE) * BLOCKS_BEFORE_TURN * XYCELL_SIZE; + float level2_size = 4. * level1_size; + float gap_size = float(BLOCK_GAP) * XYCELL_SIZE; + + vec3 ro = vec3(gap_size/2., gap_size/2., 0.); + vec3 rd = vec3(uv.x, 2.0, uv.y); + + float tq = fract(time / (level2_size*4.) * WALK_SPEED); //the whole cycle time counter + float t8 = fract(tq*4.); //time counter while walking on one of the four big sides + float t1 = fract(t8*8.); //time counter while walking on one of the eight sides of the big side + + vec2 prev; + vec2 dir; + if (tq < 0.25) { + prev = vec2(0.,0.); + dir = vec2(0.,1.); + } else if (tq < 0.5) { + prev = vec2(0.,1.); + dir = vec2(1.,0.); + } else if (tq < 0.75) { + prev = vec2(1.,1.); + dir = vec2(0.,-1.); + } else { + prev = vec2(1.,0.); + dir = vec2(-1.,0.); + } + float angle = floor(tq * 4.); //0..4 wich means 0..2*PI + + prev *= 4.; + + const float first_turn_look_angle = 0.4; + const float second_turn_drift_angle = 0.5; + const float fifth_turn_drift_angle = 0.25; + + vec2 turn; + float turn_sign = 0.; + vec2 dirL = rotate(dir, -PI/2.); + vec2 dirR = -dirL; + float up_down = 0.; + float rotate_on_turns = 1.; + float roll_on_turns = 1.; + float add_angel = 0.; + if (t8 < 0.125) { + turn = dirL; + //dir = dir; + turn_sign = -1.; + angle -= first_turn_look_angle * (max(0., t1 - (1. - turn_time*2.)) / turn_time - max(0., t1 - (1. - turn_time)) / turn_time * 2.5); + roll_on_turns = 0.; + } else if (t8 < 0.250) { + prev += dir; + turn = dir; + dir = dirL; + angle -= 1.; + turn_sign = 1.; + add_angel += first_turn_look_angle*0.5 + (-first_turn_look_angle*0.5+1.0+second_turn_drift_angle)*t1; + rotate_on_turns = 0.; + roll_on_turns = 0.; + } else if (t8 < 0.375) { + prev += dir + dirL; + turn = dirR; + //dir = dir; + turn_sign = 1.; + add_angel += second_turn_drift_angle*sqrt(1.-t1); + //roll_on_turns = 0.; + } else if (t8 < 0.5) { + prev += dir + dir + dirL; + turn = dirR; + dir = dirR; + angle += 1.; + turn_sign = 0.; + up_down = sin(t1*PI) * 0.37; + } else if (t8 < 0.625) { + prev += dir + dir; + turn = dir; + dir = dirR; + angle += 1.; + turn_sign = -1.; + up_down = sin(-min(1., t1/(1.-turn_time))*PI) * 0.37; + } else if (t8 < 0.750) { + prev += dir + dir + dirR; + turn = dirL; + //dir = dir; + turn_sign = -1.; + add_angel -= (fifth_turn_drift_angle + 1.) * smoothstep1(t1); + rotate_on_turns = 0.; + roll_on_turns = 0.; + } else if (t8 < 0.875) { + prev += dir + dir + dir + dirR; + turn = dir; + dir = dirL; + angle -= 1.; + turn_sign = 1.; + add_angel -= fifth_turn_drift_angle - smoothstep1(t1) * (fifth_turn_drift_angle * 2. + 1.); + rotate_on_turns = 0.; + roll_on_turns = 0.; + } else { + prev += dir + dir + dir; + turn = dirR; + //dir = dir; + turn_sign = 1.; + angle += fifth_turn_drift_angle * (1.5*min(1., (1.-t1)/turn_time) - 0.5*smoothstep1(1. - min(1.,t1/(1.-turn_time)))); + } + + if (iMouse.x > 10. || iMouse.y > 10.) { + vec2 mouse = iMouse.xy / iResolution.xy * 2. - 1.; + up_down = -0.7 * mouse.y; + angle += mouse.x; + rotate_on_turns = 1.; + roll_on_turns = 0.; + } else { + angle += add_angel; + } + + rd = rotateX(rd, up_down); + + vec2 p; + if (turn_sign == 0.) { + // move forward + p = prev + dir * (turn_rad + 1. * t1); + } + else if (t1 > (1. - turn_time)) { + // turn + float tr = (t1 - (1. - turn_time)) / turn_time; + vec2 c = prev + dir * (1. - turn_rad) + turn * turn_rad; + p = c + turn_rad * rotate(dir, (tr - 1.) * turn_sign * PI/2.); + angle += tr * turn_sign * rotate_on_turns; + rd = rotateY(rd, sin(tr*turn_sign*PI) * 0.2 * roll_on_turns); //roll + } else { + // move forward + t1 /= (1. - turn_time); + p = prev + dir * (turn_rad + (1. - turn_rad*2.) * t1); + } + + rd = rotateZ(rd, angle * PI/2.); + + ro.xy += level1_size * p; + + ro += rd * 0.2; + rd = normalize(rd); + + // vec3 col = rain(ro, rd, time); + vec3 col = rain(ro, rd, time) * 0.25; + + // Sample the terminal screen texture including alpha channel + vec4 terminalColor = texture(iChannel0, uv); + + // Combine the matrix effect with the terminal color + // vec3 blendedColor = terminalColor.rgb + col; + + // Make a mask that is 1.0 where the terminal content is not black + float mask = 1.2 - step(0.5, dot(terminalColor.rgb, vec3(1.0))); + vec3 blendedColor = mix(terminalColor.rgb * 1.2, col, mask); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/just-snow.glsl b/ghostty/shaders/just-snow.glsl new file mode 100644 index 0000000..c72b7fd --- /dev/null +++ b/ghostty/shaders/just-snow.glsl @@ -0,0 +1,52 @@ +// Copyright (c) 2013 Andrew Baldwin (twitter: baldand, www: http://thndl.com) +// License = Attribution-NonCommercial-ShareAlike (http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US) + +// "Just snow" +// Simple (but not cheap) snow made from multiple parallax layers with randomly positioned +// flakes and directions. Also includes a DoF effect. Pan around with mouse. + +#define LIGHT_SNOW // Comment this out for a blizzard + +#ifdef LIGHT_SNOW + #define LAYERS 50 + #define DEPTH .5 + #define WIDTH .3 + #define SPEED .6 +#else // BLIZZARD + #define LAYERS 200 + #define DEPTH .1 + #define WIDTH .8 + #define SPEED 1.5 +#endif + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934); + vec2 uv = fragCoord.xy / iResolution.xy; + + vec3 acc = vec3(0.0); + float dof = 5.0 * sin(iTime * 0.1); + for (int i = 0; i < LAYERS; i++) { + float fi = float(i); + vec2 q =-uv*(1.0 + fi * DEPTH); + q += vec2(q.y * (WIDTH * mod(fi * 7.238917, 1.0) - WIDTH * 0.5), -SPEED * iTime / (1.0 + fi * DEPTH * 0.03)); + vec3 n = vec3(floor(q), 31.189 + fi); + vec3 m = floor(n) * 0.00001 + fract(n); + vec3 mp = (31415.9 + m) / fract(p * m); + vec3 r = fract(mp); + vec2 s = abs(mod(q, 1.0) - 0.5 + 0.9 * r.xy - 0.45); + s += 0.01 * abs(2.0 * fract(10.0 * q.yx) - 1.0); + float d = 0.6 * max(s.x - s.y, s.x + s.y) + max(s.x, s.y) - 0.01; + float edge = 0.005 + 0.05 * min(0.5 * abs(fi - 5.0 - dof), 1.0); + acc += vec3(smoothstep(edge, -edge, d) * (r.x / (1.0 + 0.02 * fi * DEPTH))); + } + + // Sample the terminal screen texture including alpha channel + vec4 terminalColor = texture(iChannel0, uv); + + // Combine the snow effect with the terminal color + vec3 blendedColor = terminalColor.rgb + acc; + + // Use the terminal's original alpha + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/matrix-hallway.glsl b/ghostty/shaders/matrix-hallway.glsl new file mode 100644 index 0000000..2bbee86 --- /dev/null +++ b/ghostty/shaders/matrix-hallway.glsl @@ -0,0 +1,40 @@ +// based on the following Shader Toy entry +// +// [SH17A] Matrix rain. Created by Reinder Nijhoff 2017 +// Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. +// @reindernijhoff +// +// https://www.shadertoy.com/view/ldjBW1 +// + +#define SPEED_MULTIPLIER 1. +#define GREEN_ALPHA .33 + +#define BLACK_BLEND_THRESHOLD .4 + +#define R fract(1e2 * sin(p.x * 8. + p.y)) + +void mainImage(out vec4 fragColor, vec2 fragCoord) { + vec3 v = vec3(fragCoord, 1) / iResolution - .5; + // vec3 s = .5 / abs(v); + // scale? + vec3 s = .9 / abs(v); + s.z = min(s.y, s.x); + vec3 i = ceil( 8e2 * s.z * ( s.y < s.x ? v.xzz : v.zyz ) ) * .1; + vec3 j = fract(i); + i -= j; + vec3 p = vec3(9, int(iTime * SPEED_MULTIPLIER * (9. + 8. * sin(i).x)), 0) + i; + vec3 col = fragColor.rgb; + col.g = R / s.z; + p *= j; + col *= (R >.5 && j.x < .6 && j.y < .8) ? GREEN_ALPHA : 0.; + + // Sample the terminal screen texture including alpha channel + vec2 uv = fragCoord.xy / iResolution.xy; + vec4 terminalColor = texture(iChannel0, uv); + + float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD); + vec3 blendedColor = mix(terminalColor.rgb * 1.2, col, alpha); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/negative.glsl b/ghostty/shaders/negative.glsl new file mode 100644 index 0000000..48101f6 --- /dev/null +++ b/ghostty/shaders/negative.glsl @@ -0,0 +1,8 @@ + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = fragCoord/iResolution.xy; + vec4 color = texture(iChannel0, uv); + fragColor = vec4(1.0 - color.x, 1.0 - color.y, 1.0 - color.z, color.w); +} + diff --git a/ghostty/shaders/retro-terminal.glsl b/ghostty/shaders/retro-terminal.glsl new file mode 100644 index 0000000..c5f315a --- /dev/null +++ b/ghostty/shaders/retro-terminal.glsl @@ -0,0 +1,34 @@ +// Original shader collected from: https://www.shadertoy.com/view/WsVSzV +// Licensed under Shadertoy's default since the original creator didn't provide any license. (CC BY NC SA 3.0) +// Slight modifications were made to give a green-ish effect. + +float warp = 0.25; // simulate curvature of CRT monitor +float scan = 0.50; // simulate darkness between scanlines + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + // squared distance from center + vec2 uv = fragCoord / iResolution.xy; + vec2 dc = abs(0.5 - uv); + dc *= dc; + + // warp the fragment coordinates + uv.x -= 0.5; uv.x *= 1.0 + (dc.y * (0.3 * warp)); uv.x += 0.5; + uv.y -= 0.5; uv.y *= 1.0 + (dc.x * (0.4 * warp)); uv.y += 0.5; + + // sample inside boundaries, otherwise set to black + if (uv.y > 1.0 || uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0) + fragColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // determine if we are drawing in a scanline + float apply = abs(sin(fragCoord.y) * 0.5 * scan); + + // sample the texture and apply a teal tint + vec3 color = texture(iChannel0, uv).rgb; + vec3 tealTint = vec3(0.0, 0.8, 0.6); // teal color (slightly more green than blue) + + // mix the sampled color with the teal tint based on scanline intensity + fragColor = vec4(mix(color * tealTint, vec3(0.0), apply), 1.0); + } +} diff --git a/ghostty/shaders/ripple_cursor.glsl b/ghostty/shaders/ripple_cursor.glsl new file mode 100644 index 0000000..30a14cf --- /dev/null +++ b/ghostty/shaders/ripple_cursor.glsl @@ -0,0 +1,132 @@ +// CONFIGURATION +const float DURATION = 0.15; // How long the ripple animates (seconds) +const float MAX_RADIUS = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height) +const float RING_THICKNESS = 0.02; // Ring width in normalized coords +const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction +vec4 COLOR = iCurrentCursor; // change to iCurrentCursorColor for your cursor's color +const float BLUR = 3.0; // Blur level in pixels +const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0) + + +// Easing functions +float easeOutQuad(float t) { + return 1.0 - (1.0 - t) * (1.0 - t); +} +float easeInOutQuad(float t) { + return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0; +} +float easeOutCubic(float t) { + return 1.0 - pow(1.0 - t, 3.0); +} +float easeOutQuart(float t) { + return 1.0 - pow(1.0 - t, 4.0); +} +float easeOutQuint(float t) { + return 1.0 - pow(1.0 - t, 5.0); +} +float easeOutExpo(float t) { + return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t); +} +float easeOutCirc(float t) { + return sqrt(1.0 - pow(t - 1.0, 2.0)); +} +float easeOutSine(float t) { + return sin((t * 3.1415916) / 2.0); +} +float easeOutElastic(float t) { + const float c4 = (2.0 * 3.1415916) / 3.0; + return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0; +} +float easeOutBounce(float t) { + const float n1 = 7.5625; + const float d1 = 2.75; + if (t < 1.0 / d1) { + return n1 * t * t; + } else if (t < 2.0 / d1) { + return n1 * (t -= 1.5 / d1) * t + 0.75; + } else if (t < 2.5 / d1) { + return n1 * (t -= 2.25 / d1) * t + 0.9375; + } else { + return n1 * (t -= 2.625 / d1) * t + 0.984375; + } +} +float easeOutBack(float t) { + const float c1 = 1.70158; + const float c3 = c1 + 1.0; + return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0); +} + +// Pulse fade functions +float easeOutPulse(float t) { + return t * (2.0 - t); +} +float exponentialDecayPulse(float t) { + return exp(-3.0 * t) * sin(t * 3.1415916); +} + +vec2 normalize(vec2 value, float isPosition) { + return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord){ + #if !defined(WEB) + fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy); + #endif + + // Normalization & setup (-1 to 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); + + float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor + + // check for significant width change + float widthChange = abs(currentCursor.z - previousCursor.z); + float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD; + float isModeChange = step(widthThresholdNorm, widthChange); + + + // ANIMATION + float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET; + // don't clamp yet; we need to know if it's > 1.0 (finished) + float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0 + + if (isModeChange > 0.0 && isAnimating > 0.0) { + // Apply easing to progress + // float easedProgress = rippleProgress; + // float easedProgress = easeOutQuad(rippleProgress); + // float easedProgress = easeInOutQuad(rippleProgress); + // float easedProgress = easeOutCubic(rippleProgress); + // float easedProgress = easeOutQuart(rippleProgress); + // float easedProgress = easeOutQuint(rippleProgress); + // float easedProgress = easeOutExpo(rippleProgress); + float easedProgress = easeOutCirc(rippleProgress); + // float easedProgress = easeOutSine(rippleProgress); + // float easedProgress = easeOutBack(rippleProgress); + + // RIPPLE CALCULATION + float rippleRadius = easedProgress * MAX_RADIUS; + + // float fade = 1.0; // no fade + // float fade = 1.0 - easedProgress; // linear fade + float fade = 1.0 - easeOutPulse(rippleProgress); + // float fade = 1.0 - exponentialDecayPulse(rippleProgress); + + // Calculate distance from frag to cursor center + float dist = distance(vu, centerCC); + + float sdfRing = abs(dist - rippleRadius) - RING_THICKNESS * 0.5; + + // Antialias (1-pixel width in normalized coords) + float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x; + float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRing)) * fade; + + // Apply ripple effect + fragColor = mix(fragColor, COLOR, ripple * COLOR.a); + } + // else: do nothing, keep original fragColor +} diff --git a/ghostty/shaders/smoke-and-ghost.glsl b/ghostty/shaders/smoke-and-ghost.glsl new file mode 100644 index 0000000..a11f8dc --- /dev/null +++ b/ghostty/shaders/smoke-and-ghost.glsl @@ -0,0 +1,193 @@ +// Settings for detection +#define TARGET_COLOR vec3(0.0, 0.0, 0.0) // RGB target pixels to transform +#define REPLACE_COLOR vec3(0.0, 0.0, 0.0) // Color to replace target pixels +#define COLOR_TOLERANCE 0.001 // Color matching tolerance + +// Smoke effect settings +#define SMOKE_COLOR vec3(1., 1., 1.0) // Base color of smoke +#define SMOKE_RADIUS 0.011 // How far the smoke spreads +#define SMOKE_SPEED 0.5 // Speed of smoke movement +#define SMOKE_SCALE 25.0 // Scale of smoke detail +#define SMOKE_INTENSITY 0.2 // Intensity of the smoke effect +#define SMOKE_RISE_HEIGHT 0.14 // How high the smoke rises +#define ALPHA_MAX 0.5 // Maximum opacity for smoke +#define VERTICAL_BIAS 1.0 + +// Ghost face settings +#define FACE_COUNT 1 // Number of ghost faces +#define FACE_SCALE vec2(0.03, 0.05) // Size of faces, can be wider/elongated +#define FACE_DURATION 1.2 // How long faces last, can be wider/elongated +#define FACE_TRANSITION 1.5 // Face fade in/out duration +#define FACE_COLOR vec3(0.0, 0.0, 0.0) +#define GHOST_BG_COLOR vec3(1.0, 1.0, 1.0) +#define GHOST_BG_SCALE vec2(0.03, 0.06) + +float random(vec2 st) { + return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); +} + +float random1(float n) { + return fract(sin(n) * 43758.5453123); +} + +vec2 random2(float n) { + return vec2( + random1(n), + random1(n + 1234.5678) + ); +} + +float noise(vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +// Modified elongated ellipse for more cartoon-like shapes +float cartoonEllipse(vec2 uv, vec2 center, vec2 scale) { + vec2 d = (uv - center) / scale; + float len = length(d); + // Add cartoon-like falloff + return smoothstep(1.0, 0.8, len); +} + +// Function to create ghost background shape +float ghostBackground(vec2 uv, vec2 center) { + vec2 d = (uv - center) / GHOST_BG_SCALE; + float baseShape = length(d * vec2(1.0, 0.8)); // Slightly oval + + // Add wavy bottom + float wave = sin(d.x * 6.28 + iTime) * 0.2; + float bottomWave = smoothstep(0.0, -0.5, d.y + wave); + + return smoothstep(1.0, 0.8, baseShape) + bottomWave; +} + +float ghostFace(vec2 uv, vec2 center, float time, float seed) { + vec2 faceUV = (uv - center) / FACE_SCALE; + + float eyeSize = 0.25 + random1(seed) * 0.05; + float eyeSpacing = 0.35; + vec2 leftEyePos = vec2(-eyeSpacing, 0.2); + vec2 rightEyePos = vec2(eyeSpacing, 0.2); + + float leftEye = cartoonEllipse(faceUV, leftEyePos, vec2(eyeSize)); + float rightEye = cartoonEllipse(faceUV, rightEyePos, vec2(eyeSize)); + + // Add simple eye highlights + float leftHighlight = cartoonEllipse(faceUV, leftEyePos + vec2(0.1, 0.1), vec2(eyeSize * 0.3)); + float rightHighlight = cartoonEllipse(faceUV, rightEyePos + vec2(0.1, 0.1), vec2(eyeSize * 0.3)); + + vec2 mouthUV = faceUV - vec2(0.0, -0.9); + float mouthWidth = 0.5 + random1(seed + 3.0) * 0.1; + float mouthHeight = 0.8 + random1(seed + 7.0) * 0.1; + + float mouth = cartoonEllipse(mouthUV, vec2(0.0), vec2(mouthWidth, mouthHeight)); + + // Combine features + float face = max(max(leftEye, rightEye), mouth); + face = max(face, max(leftHighlight, rightHighlight)); + + // Add border falloff + face *= smoothstep(1.2, 0.8, length(faceUV)); + + return face; +} + +float calculateSmoke(vec2 uv, vec2 sourcePos) { + float verticalDisp = (uv.y - sourcePos.y) * VERTICAL_BIAS; + vec2 smokeUV = uv * SMOKE_SCALE; + smokeUV.y -= iTime * SMOKE_SPEED * (1.0 + verticalDisp); + smokeUV.x += sin(iTime * 0.5 + uv.y * 4.0) * 0.1; + + float n = noise(smokeUV) * 0.5 + 0.5; + n += noise(smokeUV * 2.0 + iTime * 0.1) * 0.25; + + float verticalFalloff = 1.0 - smoothstep(0.0, SMOKE_RISE_HEIGHT, verticalDisp); + return n * verticalFalloff; +} + +float isTargetPixel(vec2 uv) { + vec4 color = texture(iChannel0, uv); + return float(all(lessThan(abs(color.rgb - TARGET_COLOR), vec3(COLOR_TOLERANCE)))); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord/iResolution.xy; + vec4 originalColor = texture(iChannel0, uv); + + // Calculate smoke effect + float smokeAccum = 0.0; + float targetInfluence = 0.0; + + float stepSize = SMOKE_RADIUS / 4.0; + for (float x = -SMOKE_RADIUS; x <= SMOKE_RADIUS; x += stepSize) { + for (float y = -SMOKE_RADIUS; y <= 0.0; y += stepSize) { + vec2 offset = vec2(x, y); + vec2 sampleUV = uv + offset; + + if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && + sampleUV.y >= 0.0 && sampleUV.y <= 1.0) { + float isTarget = isTargetPixel(sampleUV); + if (isTarget > 0.0) { + float dist = length(offset); + float falloff = 1.0 - smoothstep(0.0, SMOKE_RADIUS, dist); + float smoke = calculateSmoke(uv, sampleUV); + smokeAccum += smoke * falloff; + targetInfluence += falloff; + } + } + } + } + + smokeAccum /= max(targetInfluence, 1.0); + targetInfluence = smoothstep(0.0, 1.0, targetInfluence); + float smokePresence = smokeAccum * targetInfluence; + + // Calculate ghost faces with backgrounds + float faceAccum = 0.0; + float bgAccum = 0.0; + float timeBlock = floor(iTime / FACE_DURATION); + + if (smokePresence > 0.2) { + for (int i = 0; i < FACE_COUNT; i++) { + vec2 facePos = random2(timeBlock + float(i) * 1234.5); + facePos = facePos * 0.8 + 0.1; + + float faceTime = mod(iTime, FACE_DURATION); + float fadeFactor = smoothstep(0.0, FACE_TRANSITION, faceTime) * + (1.0 - smoothstep(FACE_DURATION - FACE_TRANSITION, FACE_DURATION, faceTime)); + + // Add ghost background + float ghostBg = ghostBackground(uv, facePos) * fadeFactor; + bgAccum = max(bgAccum, ghostBg); + + // Add face features + float face = ghostFace(uv, facePos, iTime, timeBlock + float(i) * 100.0) * fadeFactor; + faceAccum = max(faceAccum, face); + } + + bgAccum *= smoothstep(0.2, 0.4, smokePresence); + faceAccum *= smoothstep(0.2, 0.4, smokePresence); + } + + // Combine all elements + bool isTarget = all(lessThan(abs(originalColor.rgb - TARGET_COLOR), vec3(COLOR_TOLERANCE))); + vec3 baseColor = isTarget ? REPLACE_COLOR : originalColor.rgb; + + // Layer the effects: base -> smoke -> ghost background -> face features + vec3 smokeEffect = mix(baseColor, SMOKE_COLOR, smokeAccum * SMOKE_INTENSITY * targetInfluence * (1.0 - faceAccum)); + vec3 withBackground = mix(smokeEffect, GHOST_BG_COLOR, bgAccum * 0.7); + vec3 finalColor = mix(withBackground, FACE_COLOR, faceAccum); + + float alpha = mix(originalColor.a, ALPHA_MAX, max(smokePresence, max(bgAccum, faceAccum) * smokePresence)); + + fragColor = vec4(finalColor, alpha); +} diff --git a/ghostty/shaders/sparks-from-fire.glsl b/ghostty/shaders/sparks-from-fire.glsl new file mode 100644 index 0000000..e48b6e1 --- /dev/null +++ b/ghostty/shaders/sparks-from-fire.glsl @@ -0,0 +1,242 @@ +// adapted by Alex Sherwin for Ghstty from https://www.shadertoy.com/view/wl2Gzc + +//Shader License: CC BY 3.0 +//Author: Jan Mróz (jaszunio15) + +#define SMOKE_INTENSITY_MULTIPLIER 0.9 +#define PARTICLES_ALPHA_MOD 0.9 +#define SMOKE_ALPHA_MOD 0.5 +#define LAYERS_COUNT 8 + +#define BLACK_BLEND_THRESHOLD .4 + +#define VEC3_1 (vec3(1.0)) + +#define PI 3.1415927 +#define TWO_PI 6.283185 + +#define ANIMATION_SPEED 1.0 +#define MOVEMENT_SPEED .33 +#define MOVEMENT_DIRECTION vec2(0.7, 1.0) + +#define PARTICLE_SIZE 0.0025 + +#define PARTICLE_SCALE (vec2(0.5, 1.6)) +#define PARTICLE_SCALE_VAR (vec2(0.25, 0.2)) + +#define PARTICLE_BLOOM_SCALE (vec2(0.5, 0.8)) +#define PARTICLE_BLOOM_SCALE_VAR (vec2(0.3, 0.1)) + +#define SPARK_COLOR vec3(1.0, 0.4, 0.05) * 1.5 +#define BLOOM_COLOR vec3(1.0, 0.4, 0.05) * 0.8 +#define SMOKE_COLOR vec3(1.0, 0.43, 0.1) * 0.8 + +#define SIZE_MOD 1.05 + + +float hash1_2(in vec2 x) +{ + return fract(sin(dot(x, vec2(52.127, 61.2871))) * 521.582); +} + +vec2 hash2_2(in vec2 x) +{ + return fract(sin(x * mat2x2(20.52, 24.1994, 70.291, 80.171)) * 492.194); +} + +//Simple interpolated noise +vec2 noise2_2(vec2 uv) +{ + //vec2 f = fract(uv); + vec2 f = smoothstep(0.0, 1.0, fract(uv)); + + vec2 uv00 = floor(uv); + vec2 uv01 = uv00 + vec2(0,1); + vec2 uv10 = uv00 + vec2(1,0); + vec2 uv11 = uv00 + 1.0; + vec2 v00 = hash2_2(uv00); + vec2 v01 = hash2_2(uv01); + vec2 v10 = hash2_2(uv10); + vec2 v11 = hash2_2(uv11); + + vec2 v0 = mix(v00, v01, f.y); + vec2 v1 = mix(v10, v11, f.y); + vec2 v = mix(v0, v1, f.x); + + return v; +} + +//Simple interpolated noise +float noise1_2(in vec2 uv) +{ + vec2 f = fract(uv); + //vec2 f = smoothstep(0.0, 1.0, fract(uv)); + + vec2 uv00 = floor(uv); + vec2 uv01 = uv00 + vec2(0,1); + vec2 uv10 = uv00 + vec2(1,0); + vec2 uv11 = uv00 + 1.0; + + float v00 = hash1_2(uv00); + float v01 = hash1_2(uv01); + float v10 = hash1_2(uv10); + float v11 = hash1_2(uv11); + + float v0 = mix(v00, v01, f.y); + float v1 = mix(v10, v11, f.y); + float v = mix(v0, v1, f.x); + + return v; +} + + +float layeredNoise1_2(in vec2 uv, in float sizeMod, in float alphaMod, in int layers, in float animation) +{ + float noise = 0.0; + float alpha = 1.0; + float size = 1.0; + vec2 offset; + for (int i = 0; i < layers; i++) + { + offset += hash2_2(vec2(alpha, size)) * 10.0; + + //Adding noise with movement + noise += noise1_2(uv * size + iTime * animation * 8.0 * MOVEMENT_DIRECTION * MOVEMENT_SPEED + offset) * alpha; + alpha *= alphaMod; + size *= sizeMod; + } + + noise *= (1.0 - alphaMod)/(1.0 - pow(alphaMod, float(layers))); + return noise; +} + +//Rotates point around 0,0 +vec2 rotate(in vec2 point, in float deg) +{ + float s = sin(deg); + float c = cos(deg); + return mat2x2(s, c, -c, s) * point; +} + +//Cell center from point on the grid +vec2 voronoiPointFromRoot(in vec2 root, in float deg) +{ + vec2 point = hash2_2(root) - 0.5; + float s = sin(deg); + float c = cos(deg); + point = mat2x2(s, c, -c, s) * point * 0.66; + point += root + 0.5; + return point; +} + +//Voronoi cell point rotation degrees +float degFromRootUV(in vec2 uv) +{ + return iTime * ANIMATION_SPEED * (hash1_2(uv) - 0.5) * 2.0; +} + +vec2 randomAround2_2(in vec2 point, in vec2 range, in vec2 uv) +{ + return point + (hash2_2(uv) - 0.5) * range; +} + + +vec3 fireParticles(in vec2 uv, in vec2 originalUV) +{ + vec3 particles = vec3(0.0); + vec2 rootUV = floor(uv); + float deg = degFromRootUV(rootUV); + vec2 pointUV = voronoiPointFromRoot(rootUV, deg); + float dist = 2.0; + float distBloom = 0.0; + + //UV manipulation for the faster particle movement + vec2 tempUV = uv + (noise2_2(uv * 2.0) - 0.5) * 0.1; + tempUV += -(noise2_2(uv * 3.0 + iTime) - 0.5) * 0.07; + + //Sparks sdf + dist = length(rotate(tempUV - pointUV, 0.7) * randomAround2_2(PARTICLE_SCALE, PARTICLE_SCALE_VAR, rootUV)); + + //Bloom sdf + distBloom = length(rotate(tempUV - pointUV, 0.7) * randomAround2_2(PARTICLE_BLOOM_SCALE, PARTICLE_BLOOM_SCALE_VAR, rootUV)); + + //Add sparks + particles += (1.0 - smoothstep(PARTICLE_SIZE * 0.6, PARTICLE_SIZE * 3.0, dist)) * SPARK_COLOR; + + //Add bloom + particles += pow((1.0 - smoothstep(0.0, PARTICLE_SIZE * 6.0, distBloom)) * 1.0, 3.0) * BLOOM_COLOR; + + //Upper disappear curve randomization + float border = (hash1_2(rootUV) - 0.5) * 2.0; + float disappear = 1.0 - smoothstep(border, border + 0.5, originalUV.y); + + //Lower appear curve randomization + border = (hash1_2(rootUV + 0.214) - 1.8) * 0.7; + float appear = smoothstep(border, border + 0.4, originalUV.y); + + return particles * disappear * appear; +} + + +//Layering particles to imitate 3D view +vec3 layeredParticles(in vec2 uv, in float sizeMod, in float alphaMod, in int layers, in float smoke) +{ + vec3 particles = vec3(0); + float size = 1.0; + // float alpha = 1.0; + float alpha = 1.0; + vec2 offset = vec2(0.0); + vec2 noiseOffset; + vec2 bokehUV; + + for (int i = 0; i < layers; i++) + { + //Particle noise movement + noiseOffset = (noise2_2(uv * size * 2.0 + 0.5) - 0.5) * 0.15; + + //UV with applied movement + bokehUV = (uv * size + iTime * MOVEMENT_DIRECTION * MOVEMENT_SPEED) + offset + noiseOffset; + + //Adding particles if there is more smoke, remove smaller particles + particles += fireParticles(bokehUV, uv) * alpha * (1.0 - smoothstep(0.0, 1.0, smoke) * (float(i) / float(layers))); + + //Moving uv origin to avoid generating the same particles + offset += hash2_2(vec2(alpha, alpha)) * 10.0; + + alpha *= alphaMod; + size *= sizeMod; + } + + return particles; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.x; + + // float vignette = 1.1 - smoothstep(0.4, 1.4, length(uv + vec2(0.0, 0.3))); + float vignette = 1.3 - smoothstep(0.4, 1.4, length(uv + vec2(0.0, 0.3))); + + uv *= 2.5; + + float smokeIntensity = layeredNoise1_2(uv * 10.0 + iTime * 4.0 * MOVEMENT_DIRECTION * MOVEMENT_SPEED, 1.7, 0.7, 6, 0.2); + smokeIntensity *= pow(smoothstep(-1.0, 1.6, uv.y), 2.0); + vec3 smoke = smokeIntensity * SMOKE_COLOR * vignette * SMOKE_INTENSITY_MULTIPLIER * SMOKE_ALPHA_MOD; + + //Cutting holes in smoke + smoke *= pow(layeredNoise1_2(uv * 4.0 + iTime * 0.5 * MOVEMENT_DIRECTION * MOVEMENT_SPEED, 1.8, 0.5, 3, 0.2), 2.0) * 1.5; + + vec3 particles = layeredParticles(uv, SIZE_MOD, PARTICLES_ALPHA_MOD, LAYERS_COUNT, smokeIntensity); + + vec3 col = particles + smoke + SMOKE_COLOR * 0.02; + col *= vignette; + + col = smoothstep(-0.08, 1.0, col); + + vec2 termUV = fragCoord.xy / iResolution.xy; + vec4 terminalColor = texture(iChannel0, termUV); + + float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD); + vec3 blendedColor = mix(terminalColor.rgb, col, alpha); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/spotlight.glsl b/ghostty/shaders/spotlight.glsl new file mode 100644 index 0000000..19f457a --- /dev/null +++ b/ghostty/shaders/spotlight.glsl @@ -0,0 +1,42 @@ +// Created by Paul Robello + + +// Smooth oscillating function that varies over time +float smoothOscillation(float t, float frequency, float phase) { + return sin(t * frequency + phase); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + // Resolution and UV coordinates + vec2 uv = fragCoord.xy / iResolution.xy; + + // Used to fix distortion when calculating distance to circle center + vec2 ratio = vec2(iResolution.x / iResolution.y, 1.0); + + // Get the texture from iChannel0 + vec4 texColor = texture(iChannel0, uv); + + // Spotlight center moving based on a smooth random pattern + float time = iTime * 1.0; // Control speed of motion + vec2 spotlightCenter = vec2( + 0.5 + 0.4 * smoothOscillation(time, 1.0, 0.0), // Smooth X motion + 0.5 + 0.4 * smoothOscillation(time, 1.3, 3.14159) // Smooth Y motion with different frequency and phase + ); + + // Distance from the spotlight center + float distanceToCenter = distance(uv * ratio, spotlightCenter); + + // Spotlight intensity based on distance + float spotlightRadius = 0.25; // Spotlight radius + float softness = 20.0; // Spotlight edge softness. Higher values have sharper edge + float spotlightIntensity = smoothstep(spotlightRadius, spotlightRadius - (1.0 / softness), distanceToCenter); + + // Ambient light level + float ambientLight = 0.5; // Controls the minimum brightness across the texture + + // Combine the spotlight effect with the texture + vec3 spotlightEffect = texColor.rgb * mix(vec3(ambientLight), vec3(1.0), spotlightIntensity); + + // Final color output + fragColor = vec4(spotlightEffect, texColor.a); +} \ No newline at end of file diff --git a/ghostty/shaders/starfield-colors.glsl b/ghostty/shaders/starfield-colors.glsl new file mode 100644 index 0000000..cf125a9 --- /dev/null +++ b/ghostty/shaders/starfield-colors.glsl @@ -0,0 +1,145 @@ +// divisions of grid +const float repeats = 30.; + +// number of layers +const float layers = 21.; + +// star colours +const vec3 blue = vec3(51.,64.,195.)/255.; +const vec3 cyan = vec3(117.,250.,254.)/255.; +const vec3 white = vec3(255.,255.,255.)/255.; +const vec3 yellow = vec3(251.,245.,44.)/255.; +const vec3 red = vec3(247,2.,20.)/255.; + +// spectrum function +vec3 spectrum(vec2 pos){ + pos.x *= 4.; + vec3 outCol = vec3(0); + if( pos.x > 0.){ + outCol = mix(blue, cyan, fract(pos.x)); + } + if( pos.x > 1.){ + outCol = mix(cyan, white, fract(pos.x)); + } + if( pos.x > 2.){ + outCol = mix(white, yellow, fract(pos.x)); + } + if( pos.x > 3.){ + outCol = mix(yellow, red, fract(pos.x)); + } + + return 1.-(pos.y * (1.-outCol)); +} + +float N21(vec2 p) { + p = fract(p * vec2(233.34, 851.73)); + p += dot(p, p + 23.45); + return fract(p.x * p.y); +} + +vec2 N22(vec2 p) { + float n = N21(p); + return vec2(n, N21(p + n)); +} + +mat2 scale(vec2 _scale) { + return mat2(_scale.x, 0.0, + 0.0, _scale.y); +} + +// 2D Noise based on Morgan McGuire +float noise(in vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + // Four corners in 2D of a tile + float a = N21(i); + float b = N21(i + vec2(1.0, 0.0)); + float c = N21(i + vec2(0.0, 1.0)); + float d = N21(i + vec2(1.0, 1.0)); + + // Smooth Interpolation + vec2 u = f * f * (3.0 - 2.0 * f); // Cubic Hermite Curve + + // Mix 4 corners percentages + return mix(a, b, u.x) + + (c - a) * u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +float perlin2(vec2 uv, int octaves, float pscale) { + float col = 1.; + float initScale = 4.; + for (int l; l < octaves; l++) { + float val = noise(uv * initScale); + if (col <= 0.01) { + col = 0.; + break; + } + val -= 0.01; + val *= 0.5; + col *= val; + initScale *= pscale; + } + return col; +} + +vec3 stars(vec2 uv, float offset) { + float timeScale = -(iTime + offset) / layers; + float trans = fract(timeScale); + float newRnd = floor(timeScale); + vec3 col = vec3(0.); + + // Translate uv then scale for center + uv -= vec2(0.5); + uv = scale(vec2(trans)) * uv; + uv += vec2(0.5); + + // Create square aspect ratio + uv.x *= iResolution.x / iResolution.y; + + // Create boxes + uv *= repeats; + + // Get position + vec2 ipos = floor(uv); + + // Return uv as 0 to 1 + uv = fract(uv); + + // Calculate random xy and size + vec2 rndXY = N22(newRnd + ipos * (offset + 1.)) * 0.9 + 0.05; + float rndSize = N21(ipos) * 100. + 200.; + + vec2 j = (rndXY - uv) * rndSize; + float sparkle = 1. / dot(j, j); + + // Set stars to be pure white + col += spectrum(fract(rndXY*newRnd*ipos)) * vec3(sparkle); + + col *= smoothstep(1., 0.8, trans); + return col; // Return pure white stars only +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + // Normalized pixel coordinates (from 0 to 1) + vec2 uv = fragCoord/iResolution.xy; + + vec3 col = vec3(0.); + + for (float i = 0.; i < layers; i++ ){ + col += stars(uv, i); + } + + // Sample the terminal screen texture including alpha channel + vec4 terminalColor = texture(iChannel0, uv); + + // Make a mask that is 1.0 where the terminal content is not black + float mask = 1 - step(0.5, dot(terminalColor.rgb, vec3(1.0))); + vec3 blendedColor = mix(terminalColor.rgb, col, mask); + + // Apply terminal's alpha to control overall opacity + fragColor = vec4(blendedColor, terminalColor.a); + +} diff --git a/ghostty/shaders/starfield.glsl b/ghostty/shaders/starfield.glsl new file mode 100644 index 0000000..d5fa23c --- /dev/null +++ b/ghostty/shaders/starfield.glsl @@ -0,0 +1,125 @@ +// divisions of grid +const float repeats = 30.; + +// number of layers +const float layers = 21.; + +// star colors +const vec3 white = vec3(1.0); // Set star color to pure white + +float N21(vec2 p) { + p = fract(p * vec2(233.34, 851.73)); + p += dot(p, p + 23.45); + return fract(p.x * p.y); +} + +vec2 N22(vec2 p) { + float n = N21(p); + return vec2(n, N21(p + n)); +} + +mat2 scale(vec2 _scale) { + return mat2(_scale.x, 0.0, + 0.0, _scale.y); +} + +// 2D Noise based on Morgan McGuire +float noise(in vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + // Four corners in 2D of a tile + float a = N21(i); + float b = N21(i + vec2(1.0, 0.0)); + float c = N21(i + vec2(0.0, 1.0)); + float d = N21(i + vec2(1.0, 1.0)); + + // Smooth Interpolation + vec2 u = f * f * (3.0 - 2.0 * f); // Cubic Hermite Curve + + // Mix 4 corners percentages + return mix(a, b, u.x) + + (c - a) * u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +float perlin2(vec2 uv, int octaves, float pscale) { + float col = 1.; + float initScale = 4.; + for (int l; l < octaves; l++) { + float val = noise(uv * initScale); + if (col <= 0.01) { + col = 0.; + break; + } + val -= 0.01; + val *= 0.5; + col *= val; + initScale *= pscale; + } + return col; +} + +vec3 stars(vec2 uv, float offset) { + float timeScale = -(iTime + offset) / layers; + float trans = fract(timeScale); + float newRnd = floor(timeScale); + vec3 col = vec3(0.); + + // Translate uv then scale for center + uv -= vec2(0.5); + uv = scale(vec2(trans)) * uv; + uv += vec2(0.5); + + // Create square aspect ratio + uv.x *= iResolution.x / iResolution.y; + + // Create boxes + uv *= repeats; + + // Get position + vec2 ipos = floor(uv); + + // Return uv as 0 to 1 + uv = fract(uv); + + // Calculate random xy and size + vec2 rndXY = N22(newRnd + ipos * (offset + 1.)) * 0.9 + 0.05; + float rndSize = N21(ipos) * 100. + 200.; + + vec2 j = (rndXY - uv) * rndSize; + float sparkle = 1. / dot(j, j); + + // Set stars to be pure white + col += white * sparkle; + + col *= smoothstep(1., 0.8, trans); + return col; // Return pure white stars only +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + // Normalized pixel coordinates (from 0 to 1) + vec2 uv = fragCoord/iResolution.xy; + + vec3 col = vec3(0.); + + for (float i = 0.; i < layers; i++ ){ + col += stars(uv, i); + } + + + // Output to screen + // fragColor = vec4(col,1.0); + + // Sample the terminal screen texture including alpha channel + vec4 terminalColor = texture(iChannel0, uv); + + // Make a mask that is 1.0 where the terminal content is not black + float mask = 1 - step(0.5, dot(terminalColor.rgb, vec3(1.0))); + vec3 blendedColor = mix(terminalColor.rgb, col, mask); + + // Apply terminal's alpha to control overall opacity + fragColor = vec4(blendedColor, terminalColor.a); + +} diff --git a/ghostty/shaders/tft.glsl b/ghostty/shaders/tft.glsl new file mode 100644 index 0000000..3d77443 --- /dev/null +++ b/ghostty/shaders/tft.glsl @@ -0,0 +1,23 @@ +/** Size of TFT "pixels" */ +float resolution = 4.0; + +/** Strength of effect */ +float strength = 0.5; + +void _scanline(inout vec3 color, vec2 uv) +{ + float scanline = step(1.2, mod(uv.y * iResolution.y, resolution)); + float grille = step(1.2, mod(uv.x * iResolution.x, resolution)); + color *= max(1.0 - strength, scanline * grille); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 uv = fragCoord.xy / iResolution.xy; + vec3 color = texture(iChannel0, uv).rgb; + + _scanline(color, uv); + + fragColor.xyz = color; + fragColor.w = 1.0; +} diff --git a/ghostty/shaders/underwater.glsl b/ghostty/shaders/underwater.glsl new file mode 100644 index 0000000..8c2fb22 --- /dev/null +++ b/ghostty/shaders/underwater.glsl @@ -0,0 +1,74 @@ +// adapted by Alex Sherwin for Ghostty from https://www.shadertoy.com/view/lljGDt + +#define BLACK_BLEND_THRESHOLD .4 + +float hash21(vec2 p) { + p = fract(p * vec2(233.34, 851.73)); + p += dot(p, p + 23.45); + return fract(p.x * p.y); +} + +float rayStrength(vec2 raySource, vec2 rayRefDirection, vec2 coord, float seedA, float seedB, float speed) +{ + vec2 sourceToCoord = coord - raySource; + float cosAngle = dot(normalize(sourceToCoord), rayRefDirection); + + // Add subtle dithering based on screen coordinates + float dither = hash21(coord) * 0.015 - 0.0075; + + float ray = clamp( + (0.45 + 0.15 * sin(cosAngle * seedA + iTime * speed)) + + (0.3 + 0.2 * cos(-cosAngle * seedB + iTime * speed)) + dither, + 0.0, 1.0); + + // Smoothstep the distance falloff + float distFade = smoothstep(0.0, iResolution.x, iResolution.x - length(sourceToCoord)); + return ray * mix(0.5, 1.0, distFade); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = fragCoord.xy / iResolution.xy; + + uv.y = 1.0 - uv.y; + vec2 coord = vec2(fragCoord.x, iResolution.y - fragCoord.y); + + // Set the parameters of the sun rays + vec2 rayPos1 = vec2(iResolution.x * 0.7, iResolution.y * 1.1); + vec2 rayRefDir1 = normalize(vec2(1.0, 0.116)); + float raySeedA1 = 36.2214; + float raySeedB1 = 21.11349; + float raySpeed1 = 1.1; + + vec2 rayPos2 = vec2(iResolution.x * 0.8, iResolution.y * 1.2); + vec2 rayRefDir2 = normalize(vec2(1.0, -0.241)); + const float raySeedA2 = 22.39910; + const float raySeedB2 = 18.0234; + const float raySpeed2 = 0.9; + + // Calculate the colour of the sun rays on the current fragment + vec4 rays1 = + vec4(1.0, 1.0, 1.0, 0.0) * + rayStrength(rayPos1, rayRefDir1, coord, raySeedA1, raySeedB1, raySpeed1); + + vec4 rays2 = + vec4(1.0, 1.0, 1.0, 0.0) * + rayStrength(rayPos2, rayRefDir2, coord, raySeedA2, raySeedB2, raySpeed2); + + vec4 col = rays1 * 0.5 + rays2 * 0.4; + + // Attenuate brightness towards the bottom, simulating light-loss due to depth. + // Give the whole thing a blue-green tinge as well. + float brightness = 1.0 - (coord.y / iResolution.y); + col.r *= 0.05 + (brightness * 0.8); + col.g *= 0.15 + (brightness * 0.6); + col.b *= 0.3 + (brightness * 0.5); + + vec2 termUV = fragCoord.xy / iResolution.xy; + vec4 terminalColor = texture(iChannel0, termUV); + + float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD); + vec3 blendedColor = mix(terminalColor.rgb * 1.0, col.rgb * 0.3, alpha); + + fragColor = vec4(blendedColor, terminalColor.a); +} diff --git a/ghostty/shaders/water.glsl b/ghostty/shaders/water.glsl new file mode 100644 index 0000000..c240b58 --- /dev/null +++ b/ghostty/shaders/water.glsl @@ -0,0 +1,35 @@ + +#define TAU 6.28318530718 +#define MAX_ITER 6 + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec3 water_color = vec3(1.0, 1.0, 1.0) * 0.5; + float time = iTime * 0.5+23.0; + vec2 uv = fragCoord.xy / iResolution.xy; + + vec2 p = mod(uv*TAU, TAU)-250.0; + vec2 i = vec2(p); + float c = 1.0; + float inten = 0.005; + + for (int n = 0; n < MAX_ITER; n++) + { + float t = time * (1.0 - (3.5 / float(n+1))); + i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x)); + c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten))); + } + c /= float(MAX_ITER); + c = 1.17-pow(c, 1.4); + vec3 color = vec3(pow(abs(c), 15.0)); + color = clamp((color + water_color)*1.2, 0.0, 1.0); + + // perterb uv based on value of c from caustic calc above + vec2 tc = vec2(cos(c)-0.75,sin(c)-0.75)*0.04; + uv = clamp(uv + tc,0.0,1.0); + + fragColor = texture(iChannel0, uv); + // give transparent pixels a color + if ( fragColor.a == 0.0 ) fragColor=vec4(1.0,1.0,1.0,1.0); + fragColor *= vec4(color, 1.0); +} \ No newline at end of file