From d986a804ba62508abcf47eae6895f009e4d16d60 Mon Sep 17 00:00:00 2001 From: mx <1+mx@noreply.git.xnmr.ph> Date: Thu, 14 May 2026 19:09:53 +0000 Subject: [PATCH] Delete directory 'ghostty' --- ghostty/config | 288 -- ghostty/config-default | 2522 ----------------- ghostty/ghostty-theme | 29 - ghostty/reload-config.scpt | 6 - ghostty/shaders/animated-gradient-shader.glsl | 40 - ghostty/shaders/bettercrt.glsl | 33 - ghostty/shaders/bloom.glsl | 52 - ghostty/shaders/bloom025.glsl | 52 - ghostty/shaders/bloom050.glsl | 52 - ghostty/shaders/bloom060.glsl | 52 - ghostty/shaders/bloom075.glsl | 52 - ghostty/shaders/bloom1.glsl | 52 - ghostty/shaders/crt.glsl | 310 -- ghostty/shaders/cubes.glsl | 114 - ghostty/shaders/cursor_blaze.glsl | 117 - ghostty/shaders/cursor_blaze_no_trail.glsl | 162 -- ghostty/shaders/cursor_smear.glsl | 117 - ghostty/shaders/cursor_smear_fade.glsl | 114 - ghostty/shaders/cursor_warp.glsl | 303 -- ghostty/shaders/dither.glsl | 30 - ghostty/shaders/drunkard.glsl | 68 - ghostty/shaders/fireworks-rockets.glsl | 109 - ghostty/shaders/fireworks.glsl | 116 - ghostty/shaders/gears-and-belts.glsl | 377 --- ghostty/shaders/glitchy.glsl | 117 - ghostty/shaders/glow-rgbsplit-twitchy.glsl | 144 - ghostty/shaders/gradient-background.glsl | 25 - ghostty/shaders/inside-the-matrix.glsl | 413 --- ghostty/shaders/just-snow.glsl | 52 - ghostty/shaders/matrix-hallway.glsl | 40 - ghostty/shaders/negative.glsl | 8 - ghostty/shaders/retro-terminal.glsl | 34 - ghostty/shaders/ripple_cursor.glsl | 132 - ghostty/shaders/smoke-and-ghost.glsl | 193 -- ghostty/shaders/sparks-from-fire.glsl | 242 -- ghostty/shaders/spotlight.glsl | 42 - ghostty/shaders/starfield-colors.glsl | 145 - ghostty/shaders/starfield.glsl | 125 - ghostty/shaders/tft.glsl | 23 - ghostty/shaders/underwater.glsl | 74 - ghostty/shaders/water.glsl | 35 - 41 files changed, 7011 deletions(-) delete mode 100644 ghostty/config delete mode 100644 ghostty/config-default delete mode 100644 ghostty/ghostty-theme delete mode 100644 ghostty/reload-config.scpt delete mode 100644 ghostty/shaders/animated-gradient-shader.glsl delete mode 100644 ghostty/shaders/bettercrt.glsl delete mode 100644 ghostty/shaders/bloom.glsl delete mode 100644 ghostty/shaders/bloom025.glsl delete mode 100644 ghostty/shaders/bloom050.glsl delete mode 100644 ghostty/shaders/bloom060.glsl delete mode 100644 ghostty/shaders/bloom075.glsl delete mode 100644 ghostty/shaders/bloom1.glsl delete mode 100644 ghostty/shaders/crt.glsl delete mode 100644 ghostty/shaders/cubes.glsl delete mode 100644 ghostty/shaders/cursor_blaze.glsl delete mode 100644 ghostty/shaders/cursor_blaze_no_trail.glsl delete mode 100644 ghostty/shaders/cursor_smear.glsl delete mode 100644 ghostty/shaders/cursor_smear_fade.glsl delete mode 100644 ghostty/shaders/cursor_warp.glsl delete mode 100644 ghostty/shaders/dither.glsl delete mode 100644 ghostty/shaders/drunkard.glsl delete mode 100644 ghostty/shaders/fireworks-rockets.glsl delete mode 100644 ghostty/shaders/fireworks.glsl delete mode 100644 ghostty/shaders/gears-and-belts.glsl delete mode 100644 ghostty/shaders/glitchy.glsl delete mode 100644 ghostty/shaders/glow-rgbsplit-twitchy.glsl delete mode 100644 ghostty/shaders/gradient-background.glsl delete mode 100644 ghostty/shaders/inside-the-matrix.glsl delete mode 100644 ghostty/shaders/just-snow.glsl delete mode 100644 ghostty/shaders/matrix-hallway.glsl delete mode 100644 ghostty/shaders/negative.glsl delete mode 100644 ghostty/shaders/retro-terminal.glsl delete mode 100644 ghostty/shaders/ripple_cursor.glsl delete mode 100644 ghostty/shaders/smoke-and-ghost.glsl delete mode 100644 ghostty/shaders/sparks-from-fire.glsl delete mode 100644 ghostty/shaders/spotlight.glsl delete mode 100644 ghostty/shaders/starfield-colors.glsl delete mode 100644 ghostty/shaders/starfield.glsl delete mode 100644 ghostty/shaders/tft.glsl delete mode 100644 ghostty/shaders/underwater.glsl delete mode 100644 ghostty/shaders/water.glsl diff --git a/ghostty/config b/ghostty/config deleted file mode 100644 index bc9bd75..0000000 --- a/ghostty/config +++ /dev/null @@ -1,288 +0,0 @@ -# To get the default values -# ghostty +show-config --default --docs > ~/github/dotfiles-latest/ghostty/config-default - -# To get syntax highlighting in neovim, see -# ~/github/dotfiles-latest/neovim/neobean/lua/plugins/ghostty.lua - -# HACK: How to setup the Ghostty terminal, is it just hype? READ PINNED MESSAGE -# https://youtu.be/rCiq5CyFFhA - -# No way of reloading config via command yet, only via keymap cmd+shift+, -# Created a script to do it so that its reloaded with my colorscheme selector - -# Additional configuration files to read. This configuration can be repeated -# to read multiple configuration files. Configuration files themselves can -# load more configuration files. Paths are relative to the file containing the -# `config-file` directive. For command-line arguments, paths are relative to -# the current working directory. -# -# Prepend a ? character to the file path to suppress errors if the file does -# not exist. If you want to include a file that begins with a literal ? -# character, surround the file path in double quotes ("). -# - -# Cycles are not allowed. If a cycle is detected, an error will be logged and -# the configuration file will be ignored. -# config-file = ghostty-theme -theme = Catppuccin Mocha -cursor-color = #cba6f7 - -# Some shaders can be found in this repo, they're usually uploaded to discord -# https://github.com/hackrmomo/ghostty-shaders -# custom-shader = shaders/animated-gradient-shader.glsl -# custom-shader = shaders/bettercrt.glsl -# custom-shader = shaders/bloom.glsl -# custom-shader = shaders/bloom1.glsl -# custom-shader = shaders/bloom075.glsl -# custom-shader = shaders/bloom060.glsl -# custom-shader = shaders/bloom050.glsl -# custom-shader = shaders/bloom025.glsl -# custom-shader = shaders/bloom050.glsl -custom-shader = shaders/bloom060.glsl -# custom-shader = shaders/bloom075.glsl -# custom-shader = shaders/bloom1.glsl -# custom-shader = shaders/crt.glsl -# custom-shader = shaders/cubes.glsl -# custom-shader = shaders/dither.glsl -# custom-shader = shaders/drunkard.glsl -# custom-shader = shaders/fireworks-rockets.glsl -# custom-shader = shaders/fireworks.glsl -# custom-shader = shaders/gears-and-belts.glsl -# custom-shader = shaders/glitchy.glsl -# custom-shader = shaders/glow-rgbsplit-twitchy.glsl -# custom-shader = shaders/gradient-background.glsl -# custom-shader = shaders/inside-the-matrix.glsl -# custom-shader = shaders/just-snow.glsl -# custom-shader = shaders/matrix-hallway.glsl -# custom-shader = shaders/negative.glsl -# custom-shader = shaders/retro-terminal.glsl -# custom-shader = shaders/smoke-and-ghost.glsl -# custom-shader = shaders/sparks-from-fire.glsl -# custom-shader = shaders/spotlight.glsl -# custom-shader = shaders/starfield-colors.glsl -# custom-shader = shaders/starfield.glsl -# custom-shader = shaders/tft.glsl -# custom-shader = shaders/underwater.glsl -# custom-shader = shaders/water.glsl -# custom-shader = shaders/cursor_blaze.glsl -custom-shader = shaders/cursor_blaze_no_trail.glsl -# custom-shader = shaders/cursor_smear.glsl -# custom-shader = shaders/cursor_smear_fade.glsl -custom-shader = shaders/cursor_warp.glsl -custom-shader = shaders/ripple_cursor.glsl - -# The command to run, usually a shell. If this is not an absolute path, it'll -# be looked up in the `PATH`. If this is not set, a default will be looked up -# from your system. The rules for the default lookup are: -# -# * `SHELL` environment variable -# -# * `passwd` entry (user information) -# -# This can contain additional arguments to run the command with. If additional -# arguments are provided, the command will be executed using `/bin/sh -c`. -# Ghostty does not do any shell command parsing. -# -# If you're using the `ghostty` CLI there is also a shortcut to run a command -# with arguments directly: you can use the `-e` flag. For example: `ghostty -e -# fish --with --custom --args`. The `-e` flag automatically forces some -# other behaviors as well: -# -# * `gtk-single-instance=false` - This ensures that a new instance is -# launched and the CLI args are respected. -# -# * `quit-after-last-window-closed=true` - This ensures that the Ghostty -# process will exit when the command exits. Additionally, the -# `quit-after-last-window-closed-delay` is unset. -# ############################################################################ -# The following command checks if tmux is installed. -# If tmux is installed, it automatically attaches to an existing tmux session. -# If no tmux session exists, a new one is created. -# If tmux is not installed, it simply starts zsh without tmux. -# -# For this to work properly, you need to make sure that your shell is configured -# for homebrew, so you should have this line: -# eval "$(/opt/homebrew/bin/brew shellenv)" -# In your ~/.zprofile file -# If you don't have that line, or if the file doesn't exist, run this: -# echo '' >>~/.zprofile && echo '# Configure shell for brew' >>~/.zprofile && echo 'eval "$(/opt/homebrew/bin/brew shellenv)"' >>~/.zprofile && eval "$(/opt/homebrew/bin/brew shellenv)" -# -# This assumes you installed tmux through brew if using macos -# command = zsh --login -c "if command -v tmux >/dev/null 2>&1; then tmux attach || tmux; else zsh; fi" -# command = zsh --login -c "if command -v tmux >/dev/null 2>&1; then $HOME/github/dotfiles-latest/tmux/tools/prime/tmux-sessionizer.sh $HOME/github/dotfiles-latest || (tmux attach 2>/dev/null || tmux); else exec zsh; fi" - -# Horizontal window padding. This applies padding between the terminal cells -# and the left and right window borders. The value is in points, meaning that -# it will be scaled appropriately for screen DPI. -# -# If this value is set too large, the screen will render nothing, because the -# grid will be completely squished by the padding. It is up to you as the user -# to pick a reasonable value. If you pick an unreasonable value, a warning -# will appear in the logs. -# -# Changing this configuration at runtime will only affect new terminals, i.e. -# new windows, tabs, etc. -# -# To set a different left and right padding, specify two numerical values -# separated by a comma. For example, `window-padding-x = 2,4` will set the -# left padding to 2 and the right padding to 4. If you want to set both -# paddings to the same value, you can use a single value. For example, -# `window-padding-x = 2` will set both paddings to 2. -window-padding-x = 4,2 - -# Vertical window padding. This applies padding between the terminal cells and -# the top and bottom window borders. The value is in points, meaning that it -# will be scaled appropriately for screen DPI. -# -# If this value is set too large, the screen will render nothing, because the -# grid will be completely squished by the padding. It is up to you as the user -# to pick a reasonable value. If you pick an unreasonable value, a warning -# will appear in the logs. -# -# Changing this configuration at runtime will only affect new terminals, -# i.e. new windows, tabs, etc. -# -# To set a different top and bottom padding, specify two numerical values -# separated by a comma. For example, `window-padding-y = 2,4` will set the -# top padding to 2 and the bottom padding to 4. If you want to set both -# paddings to the same value, you can use a single value. For example, -# `window-padding-y = 2` will set both paddings to 2. -window-padding-y = 6,0 - -font-family = FiraCode Nerd Font -font-size = 15 - -# Valid values: -# -# * `true` -# * `false` - windows won't have native decorations, i.e. titlebar and -# borders. On macOS this also disables tabs and tab overview. -# -# The "toggle_window_decoration" keybind action can be used to create -# a keybinding to toggle this setting at runtime. -# -# Changing this configuration in your configuration and reloading will -# only affect new windows. Existing windows will not be affected. -# -# macOS: To hide the titlebar without removing the native window borders -# or rounded corners, use `macos-titlebar-style = hidden` instead. -macos-titlebar-style = hidden - -# Confirms that a surface should be closed before closing it. This defaults to -# true. If set to false, surfaces will close without any confirmation. -confirm-close-surface = false - -# Toggle the "quick" terminal. The quick terminal is a terminal that -# appears on demand from a keybinding, often sliding in from a screen -# edge such as the top. This is useful for quick access to a terminal -# without having to open a new window or tab. -# -# When the quick terminal loses focus, it disappears. The terminal state -# is preserved between appearances, so you can always press the keybinding -# to bring it back up. -# -# The quick terminal has some limitations: -# -# - It is a singleton; only one instance can exist at a time. -# - It does not support tabs. -# - It will not be restored when the application is restarted -# (for systems that support window restoration). -# - It supports fullscreen, but fullscreen will always be a non-native -# fullscreen (macos-non-native-fullscreen = true). This only applies -# to the quick terminal window. This is a requirement due to how -# the quick rerminal is rendered. -# -# See the various configurations for the quick terminal in the -# configuration file to customize its behavior. -# -# `global:` - Make the keybind global. By default, keybinds only work -# within Ghostty and under the right conditions (application focused, -# sometimes terminal focused, etc.). If you want a keybind to work -# globally across your system (i.e. even when Ghostty is not focused), -# specify this prefix. This prefix implies `all:`. Note: this does not -# work in all environments; see the additional notes below for more -# information. -# keybind = global:cmd+s=toggle_quick_terminal -# keybind = cmd+s=toggle_quick_terminal - -# If `true`, the *Option* key will be treated as *Alt*. This makes terminal -# sequences expecting *Alt* to work properly, but will break Unicode input -# sequences on macOS if you use them via the *Alt* key. You may set this to -# `false` to restore the macOS *Alt* key unicode sequences but this will break -# terminal sequences expecting *Alt* to work. -# -# The values `left` or `right` enable this for the left or right *Option* -# key, respectively. -# -# Note that if an *Option*-sequence doesn't produce a printable character, it -# will be treated as *Alt* regardless of this setting. (i.e. `alt+ctrl+a`). -# -# This does not work with GLFW builds. -macos-option-as-alt = right - -# Duration (in seconds) of the quick terminal enter and exit animation. -# Set it to 0 to disable animation completely. This can be changed at -# runtime. -# quick-terminal-animation-duration = 0.1 -quick-terminal-animation-duration = 0.08 -# quick-terminal-animation-duration = 0 - -keybind = super+i=inspector:toggle -keybind = super+r=reload_config - -# This doesn't work when in tmux, if outside tmux the regular ctrl+l works -# keybind = super+k=clear_screen - -# When not running tmux I see what C-enter sends -# I can do `/bin/cat -v` and then pressed C-enter -# Ghostty sends: ^[[27;5;13~ -# -# The problem is that when I run tmux, nothing is sent, so I'm sending those -# keys in my tmux.conf file - -# Customize the macOS app icon. -# -# This only affects the icon that appears in the dock, application -# switcher, etc. This does not affect the icon in Finder because -# that is controlled by a hardcoded value in the signed application -# bundle and can't be changed at runtime. For more details on what -# exactly is affected, see the `NSApplication.icon` Apple documentation; -# that is the API that is being used to set the icon. -# -# WARNING: The `custom-style` option is _experimental_. We may change -# the format of the custom styles in the future. We're still finalizing -# the exact layers and customization options that will be available. -# -# Other caveats: -# -# * The icon in the update dialog will always be the official icon. -# This is because the update dialog is managed through a -# separate framework and cannot be customized without significant -# effort. -# -# Valid values: -# -# * `official` - Use the official Ghostty icon. -# * `blueprint`, `chalkboard`, `microchip`, `glass`, `holographic`, -# `paper`, `retro`, `xray` - Official variants of the Ghostty icon -# hand-created by artists (no AI). -# * `custom-style` - Use the official Ghostty icon but with custom -# styles applied to various layers. The custom styles must be -# specified using the additional `macos-icon`-prefixed configurations. -# The `macos-icon-ghost-color` and `macos-icon-screen-color` -# configurations are required for this style. -# -macos-icon = glass - -# The opacity level (opposite of transparency) of the background. A value of -# 1 is fully opaque and a value of 0 is fully transparent. A value less than 0 -# or greater than 1 will be clamped to the nearest valid value. -# -# On macOS, background opacity is disabled when the terminal enters native -# fullscreen. This is because the background becomes gray and it can cause -# widgets to show through which isn't generally desirable. -# -# On macOS, changing this configuration requires restarting Ghostty completely. -background-opacity = 0.9 -background-blur = true -unfocused-split-opacity = 0.7 diff --git a/ghostty/config-default b/ghostty/config-default deleted file mode 100644 index 6468c7e..0000000 --- a/ghostty/config-default +++ /dev/null @@ -1,2522 +0,0 @@ -# The font families to use. -# -# You can generate the list of valid values using the CLI: -# -# ghostty +list-fonts -# -# This configuration can be repeated multiple times to specify preferred -# fallback fonts when the requested codepoint is not available in the primary -# font. This is particularly useful for multiple languages, symbolic fonts, -# etc. -# -# Notes on emoji specifically: On macOS, Ghostty by default will always use -# Apple Color Emoji and on Linux will always use Noto Emoji. You can -# override this behavior by specifying a font family here that contains -# emoji glyphs. -# -# The specific styles (bold, italic, bold italic) do not need to be -# explicitly set. If a style is not set, then the regular style (font-family) -# will be searched for stylistic variants. If a stylistic variant is not -# found, Ghostty will use the regular style. This prevents falling back to a -# different font family just to get a style such as bold. This also applies -# if you explicitly specify a font family for a style. For example, if you -# set `font-family-bold = FooBar` and "FooBar" cannot be found, Ghostty will -# use whatever font is set for `font-family` for the bold style. -# -# Finally, some styles may be synthesized if they are not supported. -# For example, if a font does not have an italic style and no alternative -# italic font is specified, Ghostty will synthesize an italic style by -# applying a slant to the regular style. If you want to disable these -# synthesized styles then you can use the `font-style` configurations -# as documented below. -# -# You can disable styles completely by using the `font-style` set of -# configurations. See the documentation for `font-style` for more information. -# -# If you want to overwrite a previous set value rather than append a fallback, -# specify the value as `""` (empty string) to reset the list and then set the -# new values. For example: -# -# font-family = "" -# font-family = "My Favorite Font" -# -# Setting any of these as CLI arguments will automatically clear the -# values set in configuration files so you don't need to specify -# `--font-family=""` before setting a new value. You only need to specify -# this within config files if you want to clear previously set values in -# configuration files or on the CLI if you want to clear values set on the -# CLI. -# -# Changing this configuration at runtime will only affect new terminals, i.e. -# new windows, tabs, etc. -font-family = - -font-family-bold = -font-family-italic = -font-family-bold-italic = -# The named font style to use for each of the requested terminal font styles. -# This looks up the style based on the font style string advertised by the -# font itself. For example, "Iosevka Heavy" has a style of "Heavy". -# -# You can also use these fields to completely disable a font style. If you set -# the value of the configuration below to literal `false` then that font style -# will be disabled. If the running program in the terminal requests a disabled -# font style, the regular font style will be used instead. -# -# These are only valid if its corresponding font-family is also specified. If -# no font-family is specified, then the font-style is ignored unless you're -# disabling the font style. -font-style = default - -font-style-bold = default -font-style-italic = default -font-style-bold-italic = default -# Control whether Ghostty should synthesize a style if the requested style is -# not available in the specified font-family. -# -# Ghostty can synthesize bold, italic, and bold italic styles if the font -# does not have a specific style. For bold, this is done by drawing an -# outline around the glyph of varying thickness. For italic, this is done by -# applying a slant to the glyph. For bold italic, both of these are applied. -# -# Synthetic styles are not perfect and will generally not look as good -# as a font that has the style natively. However, they are useful to -# provide styled text when the font does not have the style. -# -# Set this to "false" or "true" to disable or enable synthetic styles -# completely. You can disable specific styles using "no-bold", "no-italic", -# and "no-bold-italic". You can disable multiple styles by separating them -# with a comma. For example, "no-bold,no-italic". -# -# Available style keys are: `bold`, `italic`, `bold-italic`. -# -# If synthetic styles are disabled, then the regular style will be used -# instead if the requested style is not available. If the font has the -# requested style, then the font will be used as-is since the style is -# not synthetic. -# -# Warning: An easy mistake is to disable `bold` or `italic` but not -# `bold-italic`. Disabling only `bold` or `italic` will NOT disable either -# in the `bold-italic` style. If you want to disable `bold-italic`, you must -# explicitly disable it. You cannot partially disable `bold-italic`. -# -# By default, synthetic styles are enabled. -font-synthetic-style = bold,italic,bold-italic - -# Apply a font feature. To enable multiple font features you can repeat -# this multiple times or use a comma-separated list of feature settings. -# -# The syntax for feature settings is as follows, where `feat` is a feature: -# -# * Enable features with e.g. `feat`, `+feat`, `feat on`, `feat=1`. -# * Disabled features with e.g. `-feat`, `feat off`, `feat=0`. -# * Set a feature value with e.g. `feat=2`, `feat = 3`, `feat 4`. -# * Feature names may be wrapped in quotes, meaning this config should be -# syntactically compatible with the `font-feature-settings` CSS property. -# -# The syntax is fairly loose, but invalid settings will be silently ignored. -# -# The font feature will apply to all fonts rendered by Ghostty. A future -# enhancement will allow targeting specific faces. -# -# To disable programming ligatures, use `-calt` since this is the typical -# feature name for programming ligatures. To look into what font features -# your font has and what they do, use a font inspection tool such as -# [fontdrop.info](https://fontdrop.info). -# -# To generally disable most ligatures, use `-calt, -liga, -dlig`. -font-feature = - -# Font size in points. This value can be a non-integer and the nearest integer -# pixel size will be selected. If you have a high dpi display where 1pt = 2px -# then you can get an odd numbered pixel size by specifying a half point. -# -# For example, 13.5pt @ 2px/pt = 27px -# -# Changing this configuration at runtime will only affect new terminals, -# i.e. new windows, tabs, etc. Note that you may still not see the change -# depending on your `window-inherit-font-size` setting. If that setting is -# true, only the first window will be affected by this change since all -# subsequent windows will inherit the font size of the previous window. -# -# On Linux with GTK, font size is scaled according to both display-wide and -# text-specific scaling factors, which are often managed by your desktop -# environment (e.g. the GNOME display scale and large text settings). -font-size = 13 - -# A repeatable configuration to set one or more font variations values for -# a variable font. A variable font is a single font, usually with a filename -# ending in `-VF.ttf` or `-VF.otf` that contains one or more configurable axes -# for things such as weight, slant, etc. Not all fonts support variations; -# only fonts that explicitly state they are variable fonts will work. -# -# The format of this is `id=value` where `id` is the axis identifier. An axis -# identifier is always a 4 character string, such as `wght`. To get the list -# of supported axes, look at your font documentation or use a font inspection -# tool. -# -# Invalid ids and values are usually ignored. For example, if a font only -# supports weights from 100 to 700, setting `wght=800` will do nothing (it -# will not be clamped to 700). You must consult your font's documentation to -# see what values are supported. -# -# Common axes are: `wght` (weight), `slnt` (slant), `ital` (italic), `opsz` -# (optical size), `wdth` (width), `GRAD` (gradient), etc. -font-variation = - -font-variation-bold = -font-variation-italic = -font-variation-bold-italic = -# Force one or a range of Unicode codepoints to map to a specific named font. -# This is useful if you want to support special symbols or if you want to use -# specific glyphs that render better for your specific font. -# -# The syntax is `codepoint=fontname` where `codepoint` is either a single -# codepoint or a range. Codepoints must be specified as full Unicode -# hex values, such as `U+ABCD`. Codepoints ranges are specified as -# `U+ABCD-U+DEFG`. You can specify multiple ranges for the same font separated -# by commas, such as `U+ABCD-U+DEFG,U+1234-U+5678=fontname`. The font name is -# the same value as you would use for `font-family`. -# -# This configuration can be repeated multiple times to specify multiple -# codepoint mappings. -# -# Changing this configuration at runtime will only affect new terminals, -# i.e. new windows, tabs, etc. -font-codepoint-map = - -# Draw fonts with a thicker stroke, if supported. -# This is currently only supported on macOS. -font-thicken = false - -# Strength of thickening when `font-thicken` is enabled. -# -# Valid values are integers between `0` and `255`. `0` does not correspond to -# *no* thickening, rather it corresponds to the lightest available thickening. -# -# Has no effect when `font-thicken` is set to `false`. -# -# This is currently only supported on macOS. -font-thicken-strength = 255 - -# What color space to use when performing alpha blending. -# -# This affects the appearance of text and of any images with transparency. -# Additionally, custom shaders will receive colors in the configured space. -# -# Valid values: -# -# * `native` - Perform alpha blending in the native color space for the OS. -# On macOS this corresponds to Display P3, and on Linux it's sRGB. -# -# * `linear` - Perform alpha blending in linear space. This will eliminate -# the darkening artifacts around the edges of text that are very visible -# when certain color combinations are used (e.g. red / green), but makes -# dark text look much thinner than normal and light text much thicker. -# This is also sometimes known as "gamma correction". -# (Currently only supported on macOS. Has no effect on Linux.) -# -# * `linear-corrected` - Same as `linear`, but with a correction step applied -# for text that makes it look nearly or completely identical to `native`, -# but without any of the darkening artifacts. -alpha-blending = native - -# All of the configurations behavior adjust various metrics determined by the -# font. The values can be integers (1, -1, etc.) or a percentage (20%, -15%, -# etc.). In each case, the values represent the amount to change the original -# value. -# -# For example, a value of `1` increases the value by 1; it does not set it to -# literally 1. A value of `20%` increases the value by 20%. And so on. -# -# There is little to no validation on these values so the wrong values (e.g. -# `-100%`) can cause the terminal to be unusable. Use with caution and reason. -# -# Some values are clamped to minimum or maximum values. This can make it -# appear that certain values are ignored. For example, many `*-thickness` -# adjustments cannot go below 1px. -# -# `adjust-cell-height` has some additional behaviors to describe: -# -# * The font will be centered vertically in the cell. -# -# * The cursor will remain the same size as the font, but may be -# adjusted separately with `adjust-cursor-height`. -# -# * Powerline glyphs will be adjusted along with the cell height so -# that things like status lines continue to look aligned. -adjust-cell-width = - -adjust-cell-height = -# Distance in pixels or percentage adjustment from the bottom of the cell to the text baseline. -# Increase to move baseline UP, decrease to move baseline DOWN. -# See the notes about adjustments in `adjust-cell-width`. -adjust-font-baseline = - -# Distance in pixels or percentage adjustment from the top of the cell to the top of the underline. -# Increase to move underline DOWN, decrease to move underline UP. -# See the notes about adjustments in `adjust-cell-width`. -adjust-underline-position = - -# Thickness in pixels of the underline. -# See the notes about adjustments in `adjust-cell-width`. -adjust-underline-thickness = - -# Distance in pixels or percentage adjustment from the top of the cell to the top of the strikethrough. -# Increase to move strikethrough DOWN, decrease to move strikethrough UP. -# See the notes about adjustments in `adjust-cell-width`. -adjust-strikethrough-position = - -# Thickness in pixels or percentage adjustment of the strikethrough. -# See the notes about adjustments in `adjust-cell-width`. -adjust-strikethrough-thickness = - -# Distance in pixels or percentage adjustment from the top of the cell to the top of the overline. -# Increase to move overline DOWN, decrease to move overline UP. -# See the notes about adjustments in `adjust-cell-width`. -adjust-overline-position = - -# Thickness in pixels or percentage adjustment of the overline. -# See the notes about adjustments in `adjust-cell-width`. -adjust-overline-thickness = - -# Thickness in pixels or percentage adjustment of the bar cursor and outlined rect cursor. -# See the notes about adjustments in `adjust-cell-width`. -adjust-cursor-thickness = - -# Height in pixels or percentage adjustment of the cursor. Currently applies to all cursor types: -# bar, rect, and outlined rect. -# See the notes about adjustments in `adjust-cell-width`. -adjust-cursor-height = - -# Thickness in pixels or percentage adjustment of box drawing characters. -# See the notes about adjustments in `adjust-cell-width`. -adjust-box-thickness = - -# The method to use for calculating the cell width of a grapheme cluster. -# The default value is `unicode` which uses the Unicode standard to determine -# grapheme width. This results in correct grapheme width but may result in -# cursor-desync issues with some programs (such as shells) that may use a -# legacy method such as `wcswidth`. -# -# Valid values are: -# -# * `legacy` - Use a legacy method to determine grapheme width, such as -# wcswidth This maximizes compatibility with legacy programs but may result -# in incorrect grapheme width for certain graphemes such as skin-tone -# emoji, non-English characters, etc. -# -# This is called "legacy" and not something more specific because the -# behavior is undefined and we want to retain the ability to modify it. -# For example, we may or may not use libc `wcswidth` now or in the future. -# -# * `unicode` - Use the Unicode standard to determine grapheme width. -# -# If a running program explicitly enables terminal mode 2027, then `unicode` -# width will be forced regardless of this configuration. When mode 2027 is -# reset, this configuration will be used again. -# -# This configuration can be changed at runtime but will not affect existing -# terminals. Only new terminals will use the new configuration. -grapheme-width-method = unicode - -# FreeType load flags to enable. The format of this is a list of flags to -# enable separated by commas. If you prefix a flag with `no-` then it is -# disabled. If you omit a flag, its default value is used, so you must -# explicitly disable flags you don't want. You can also use `true` or `false` -# to turn all flags on or off. -# -# This configuration only applies to Ghostty builds that use FreeType. -# This is usually the case only for Linux builds. macOS uses CoreText -# and does not have an equivalent configuration. -# -# Available flags: -# -# * `hinting` - Enable or disable hinting, enabled by default. -# * `force-autohint` - Use the freetype auto-hinter rather than the -# font's native hinter. Enabled by default. -# * `monochrome` - Instructs renderer to use 1-bit monochrome -# rendering. This option doesn't impact the hinter. -# Enabled by default. -# * `autohint` - Use the freetype auto-hinter. Enabled by default. -# -# Example: `hinting`, `no-hinting`, `force-autohint`, `no-force-autohint` -freetype-load-flags = hinting,force-autohint,monochrome,autohint - -# A theme to use. This can be a built-in theme name, a custom theme -# name, or an absolute path to a custom theme file. Ghostty also supports -# specifying a different theme to use for light and dark mode. Each -# option is documented below. -# -# If the theme is an absolute pathname, Ghostty will attempt to load that -# file as a theme. If that file does not exist or is inaccessible, an error -# will be logged and no other directories will be searched. -# -# If the theme is not an absolute pathname, two different directories will be -# searched for a file name that matches the theme. This is case sensitive on -# systems with case-sensitive filesystems. It is an error for a theme name to -# include path separators unless it is an absolute pathname. -# -# The first directory is the `themes` subdirectory of your Ghostty -# configuration directory. This is `$XDG_CONFIG_DIR/ghostty/themes` or -# `~/.config/ghostty/themes`. -# -# The second directory is the `themes` subdirectory of the Ghostty resources -# directory. Ghostty ships with a multitude of themes that will be installed -# into this directory. On macOS, this list is in the -# `Ghostty.app/Contents/Resources/ghostty/themes` directory. On Linux, this -# list is in the `share/ghostty/themes` directory (wherever you installed the -# Ghostty "share" directory. -# -# To see a list of available themes, run `ghostty +list-themes`. -# -# A theme file is simply another Ghostty configuration file. They share -# the same syntax and same configuration options. A theme can set any valid -# configuration option so please do not use a theme file from an untrusted -# source. The built-in themes are audited to only set safe configuration -# options. -# -# Some options cannot be set within theme files. The reason these are not -# supported should be self-evident. A theme file cannot set `theme` or -# `config-file`. At the time of writing this, Ghostty will not show any -# warnings or errors if you set these options in a theme file but they will -# be silently ignored. -# -# Any additional colors specified via background, foreground, palette, etc. -# will override the colors specified in the theme. -# -# To specify a different theme for light and dark mode, use the following -# syntax: `light:theme-name,dark:theme-name`. For example: -# `light:rose-pine-dawn,dark:rose-pine`. Whitespace around all values are -# trimmed and order of light and dark does not matter. Both light and dark -# must be specified in this form. In this form, the theme used will be -# based on the current desktop environment theme. -# -# There are some known bugs with light/dark mode theming. These will -# be fixed in a future update: -# -# - macOS: titlebar tabs style is not updated when switching themes. -# -theme = - -# Background color for the window. -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -background = #282c34 - -# Foreground color for the window. -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -foreground = #ffffff - -# The foreground and background color for selection. If this is not set, then -# the selection color is just the inverted window background and foreground -# (note: not to be confused with the cell bg/fg). -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -selection-foreground = - -selection-background = -# Swap the foreground and background colors of cells for selection. This -# option overrides the `selection-foreground` and `selection-background` -# options. -# -# If you select across cells with differing foregrounds and backgrounds, the -# selection color will vary across the selection. -selection-invert-fg-bg = false - -# The minimum contrast ratio between the foreground and background colors. -# The contrast ratio is a value between 1 and 21. A value of 1 allows for no -# contrast (e.g. black on black). This value is the contrast ratio as defined -# by the [WCAG 2.0 specification](https://www.w3.org/TR/WCAG20/). -# -# If you want to avoid invisible text (same color as background), a value of -# 1.1 is a good value. If you want to avoid text that is difficult to read, a -# value of 3 or higher is a good value. The higher the value, the more likely -# that text will become black or white. -# -# This value does not apply to Emoji or images. -minimum-contrast = 1 - -# Color palette for the 256 color form that many terminal applications use. -# The syntax of this configuration is `N=COLOR` where `N` is 0 to 255 (for -# the 256 colors in the terminal color table) and `COLOR` is a typical RGB -# color code such as `#AABBCC` or `AABBCC`, or a named X11 color. -# -# The palette index can be in decimal, binary, octal, or hexadecimal. -# Decimal is assumed unless a prefix is used: `0b` for binary, `0o` for octal, -# and `0x` for hexadecimal. -# -# For definitions on the color indices and what they canonically map to, -# [see this cheat sheet](https://www.ditig.com/256-colors-cheat-sheet). -palette = 0=#1d1f21 -palette = 1=#cc6666 -palette = 2=#b5bd68 -palette = 3=#f0c674 -palette = 4=#81a2be -palette = 5=#b294bb -palette = 6=#8abeb7 -palette = 7=#c5c8c6 -palette = 8=#666666 -palette = 9=#d54e53 -palette = 10=#b9ca4a -palette = 11=#e7c547 -palette = 12=#7aa6da -palette = 13=#c397d8 -palette = 14=#70c0b1 -palette = 15=#eaeaea -palette = 16=#000000 -palette = 17=#00005f -palette = 18=#000087 -palette = 19=#0000af -palette = 20=#0000d7 -palette = 21=#0000ff -palette = 22=#005f00 -palette = 23=#005f5f -palette = 24=#005f87 -palette = 25=#005faf -palette = 26=#005fd7 -palette = 27=#005fff -palette = 28=#008700 -palette = 29=#00875f -palette = 30=#008787 -palette = 31=#0087af -palette = 32=#0087d7 -palette = 33=#0087ff -palette = 34=#00af00 -palette = 35=#00af5f -palette = 36=#00af87 -palette = 37=#00afaf -palette = 38=#00afd7 -palette = 39=#00afff -palette = 40=#00d700 -palette = 41=#00d75f -palette = 42=#00d787 -palette = 43=#00d7af -palette = 44=#00d7d7 -palette = 45=#00d7ff -palette = 46=#00ff00 -palette = 47=#00ff5f -palette = 48=#00ff87 -palette = 49=#00ffaf -palette = 50=#00ffd7 -palette = 51=#00ffff -palette = 52=#5f0000 -palette = 53=#5f005f -palette = 54=#5f0087 -palette = 55=#5f00af -palette = 56=#5f00d7 -palette = 57=#5f00ff -palette = 58=#5f5f00 -palette = 59=#5f5f5f -palette = 60=#5f5f87 -palette = 61=#5f5faf -palette = 62=#5f5fd7 -palette = 63=#5f5fff -palette = 64=#5f8700 -palette = 65=#5f875f -palette = 66=#5f8787 -palette = 67=#5f87af -palette = 68=#5f87d7 -palette = 69=#5f87ff -palette = 70=#5faf00 -palette = 71=#5faf5f -palette = 72=#5faf87 -palette = 73=#5fafaf -palette = 74=#5fafd7 -palette = 75=#5fafff -palette = 76=#5fd700 -palette = 77=#5fd75f -palette = 78=#5fd787 -palette = 79=#5fd7af -palette = 80=#5fd7d7 -palette = 81=#5fd7ff -palette = 82=#5fff00 -palette = 83=#5fff5f -palette = 84=#5fff87 -palette = 85=#5fffaf -palette = 86=#5fffd7 -palette = 87=#5fffff -palette = 88=#870000 -palette = 89=#87005f -palette = 90=#870087 -palette = 91=#8700af -palette = 92=#8700d7 -palette = 93=#8700ff -palette = 94=#875f00 -palette = 95=#875f5f -palette = 96=#875f87 -palette = 97=#875faf -palette = 98=#875fd7 -palette = 99=#875fff -palette = 100=#878700 -palette = 101=#87875f -palette = 102=#878787 -palette = 103=#8787af -palette = 104=#8787d7 -palette = 105=#8787ff -palette = 106=#87af00 -palette = 107=#87af5f -palette = 108=#87af87 -palette = 109=#87afaf -palette = 110=#87afd7 -palette = 111=#87afff -palette = 112=#87d700 -palette = 113=#87d75f -palette = 114=#87d787 -palette = 115=#87d7af -palette = 116=#87d7d7 -palette = 117=#87d7ff -palette = 118=#87ff00 -palette = 119=#87ff5f -palette = 120=#87ff87 -palette = 121=#87ffaf -palette = 122=#87ffd7 -palette = 123=#87ffff -palette = 124=#af0000 -palette = 125=#af005f -palette = 126=#af0087 -palette = 127=#af00af -palette = 128=#af00d7 -palette = 129=#af00ff -palette = 130=#af5f00 -palette = 131=#af5f5f -palette = 132=#af5f87 -palette = 133=#af5faf -palette = 134=#af5fd7 -palette = 135=#af5fff -palette = 136=#af8700 -palette = 137=#af875f -palette = 138=#af8787 -palette = 139=#af87af -palette = 140=#af87d7 -palette = 141=#af87ff -palette = 142=#afaf00 -palette = 143=#afaf5f -palette = 144=#afaf87 -palette = 145=#afafaf -palette = 146=#afafd7 -palette = 147=#afafff -palette = 148=#afd700 -palette = 149=#afd75f -palette = 150=#afd787 -palette = 151=#afd7af -palette = 152=#afd7d7 -palette = 153=#afd7ff -palette = 154=#afff00 -palette = 155=#afff5f -palette = 156=#afff87 -palette = 157=#afffaf -palette = 158=#afffd7 -palette = 159=#afffff -palette = 160=#d70000 -palette = 161=#d7005f -palette = 162=#d70087 -palette = 163=#d700af -palette = 164=#d700d7 -palette = 165=#d700ff -palette = 166=#d75f00 -palette = 167=#d75f5f -palette = 168=#d75f87 -palette = 169=#d75faf -palette = 170=#d75fd7 -palette = 171=#d75fff -palette = 172=#d78700 -palette = 173=#d7875f -palette = 174=#d78787 -palette = 175=#d787af -palette = 176=#d787d7 -palette = 177=#d787ff -palette = 178=#d7af00 -palette = 179=#d7af5f -palette = 180=#d7af87 -palette = 181=#d7afaf -palette = 182=#d7afd7 -palette = 183=#d7afff -palette = 184=#d7d700 -palette = 185=#d7d75f -palette = 186=#d7d787 -palette = 187=#d7d7af -palette = 188=#d7d7d7 -palette = 189=#d7d7ff -palette = 190=#d7ff00 -palette = 191=#d7ff5f -palette = 192=#d7ff87 -palette = 193=#d7ffaf -palette = 194=#d7ffd7 -palette = 195=#d7ffff -palette = 196=#ff0000 -palette = 197=#ff005f -palette = 198=#ff0087 -palette = 199=#ff00af -palette = 200=#ff00d7 -palette = 201=#ff00ff -palette = 202=#ff5f00 -palette = 203=#ff5f5f -palette = 204=#ff5f87 -palette = 205=#ff5faf -palette = 206=#ff5fd7 -palette = 207=#ff5fff -palette = 208=#ff8700 -palette = 209=#ff875f -palette = 210=#ff8787 -palette = 211=#ff87af -palette = 212=#ff87d7 -palette = 213=#ff87ff -palette = 214=#ffaf00 -palette = 215=#ffaf5f -palette = 216=#ffaf87 -palette = 217=#ffafaf -palette = 218=#ffafd7 -palette = 219=#ffafff -palette = 220=#ffd700 -palette = 221=#ffd75f -palette = 222=#ffd787 -palette = 223=#ffd7af -palette = 224=#ffd7d7 -palette = 225=#ffd7ff -palette = 226=#ffff00 -palette = 227=#ffff5f -palette = 228=#ffff87 -palette = 229=#ffffaf -palette = 230=#ffffd7 -palette = 231=#ffffff -palette = 232=#080808 -palette = 233=#121212 -palette = 234=#1c1c1c -palette = 235=#262626 -palette = 236=#303030 -palette = 237=#3a3a3a -palette = 238=#444444 -palette = 239=#4e4e4e -palette = 240=#585858 -palette = 241=#626262 -palette = 242=#6c6c6c -palette = 243=#767676 -palette = 244=#808080 -palette = 245=#8a8a8a -palette = 246=#949494 -palette = 247=#9e9e9e -palette = 248=#a8a8a8 -palette = 249=#b2b2b2 -palette = 250=#bcbcbc -palette = 251=#c6c6c6 -palette = 252=#d0d0d0 -palette = 253=#dadada -palette = 254=#e4e4e4 -palette = 255=#eeeeee - -# The color of the cursor. If this is not set, a default will be chosen. -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -cursor-color = - -# Swap the foreground and background colors of the cell under the cursor. This -# option overrides the `cursor-color` and `cursor-text` options. -cursor-invert-fg-bg = false - -# The opacity level (opposite of transparency) of the cursor. A value of 1 -# is fully opaque and a value of 0 is fully transparent. A value less than 0 -# or greater than 1 will be clamped to the nearest valid value. Note that a -# sufficiently small value such as 0.3 may be effectively invisible and may -# make it difficult to find the cursor. -cursor-opacity = 1 - -# The style of the cursor. This sets the default style. A running program can -# still request an explicit cursor style using escape sequences (such as `CSI -# q`). Shell configurations will often request specific cursor styles. -# -# Note that shell integration will automatically set the cursor to a bar at -# a prompt, regardless of this configuration. You can disable that behavior -# by specifying `shell-integration-features = no-cursor` or disabling shell -# integration entirely. -# -# Valid values are: -# -# * `block` -# * `bar` -# * `underline` -# * `block_hollow` -# -cursor-style = block - -# Sets the default blinking state of the cursor. This is just the default -# state; running programs may override the cursor style using `DECSCUSR` (`CSI -# q`). -# -# If this is not set, the cursor blinks by default. Note that this is not the -# same as a "true" value, as noted below. -# -# If this is not set at all (`null`), then Ghostty will respect DEC Mode 12 -# (AT&T cursor blink) as an alternate approach to turning blinking on/off. If -# this is set to any value other than null, DEC mode 12 will be ignored but -# `DECSCUSR` will still be respected. -# -# Valid values are: -# -# * ` ` (blank) -# * `true` -# * `false` -# -cursor-style-blink = - -# The color of the text under the cursor. If this is not set, a default will -# be chosen. -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -cursor-text = - -# Enables the ability to move the cursor at prompts by using `alt+click` on -# Linux and `option+click` on macOS. -# -# This feature requires shell integration (specifically prompt marking -# via `OSC 133`) and only works in primary screen mode. Alternate screen -# applications like vim usually have their own version of this feature but -# this configuration doesn't control that. -# -# It should be noted that this feature works by translating your desired -# position into a series of synthetic arrow key movements, so some weird -# behavior around edge cases are to be expected. This is unfortunately how -# this feature is implemented across terminals because there isn't any other -# way to implement it. -cursor-click-to-move = true - -# Hide the mouse immediately when typing. The mouse becomes visible again -# when the mouse is used (button, movement, etc.). Platform-specific behavior -# may dictate other scenarios where the mouse is shown. For example on macOS, -# the mouse is shown again when a new window, tab, or split is created. -mouse-hide-while-typing = false - -# Determines whether running programs can detect the shift key pressed with a -# mouse click. Typically, the shift key is used to extend mouse selection. -# -# The default value of `false` means that the shift key is not sent with -# the mouse protocol and will extend the selection. This value can be -# conditionally overridden by the running program with the `XTSHIFTESCAPE` -# sequence. -# -# The value `true` means that the shift key is sent with the mouse protocol -# but the running program can override this behavior with `XTSHIFTESCAPE`. -# -# The value `never` is the same as `false` but the running program cannot -# override this behavior with `XTSHIFTESCAPE`. The value `always` is the -# same as `true` but the running program cannot override this behavior with -# `XTSHIFTESCAPE`. -# -# If you always want shift to extend mouse selection even if the program -# requests otherwise, set this to `never`. -# -# Valid values are: -# -# * `true` -# * `false` -# * `always` -# * `never` -# -mouse-shift-capture = false - -# Multiplier for scrolling distance with the mouse wheel. Any value less -# than 0.01 or greater than 10,000 will be clamped to the nearest valid -# value. -# -# A value of "1" (default) scrolls the default amount. A value of "2" scrolls -# double the default amount. A value of "0.5" scrolls half the default amount. -# Et cetera. -mouse-scroll-multiplier = 1 - -# The opacity level (opposite of transparency) of the background. A value of -# 1 is fully opaque and a value of 0 is fully transparent. A value less than 0 -# or greater than 1 will be clamped to the nearest valid value. -# -# On macOS, background opacity is disabled when the terminal enters native -# fullscreen. This is because the background becomes gray and it can cause -# widgets to show through which isn't generally desirable. -# -# On macOS, changing this configuration requires restarting Ghostty completely. -background-opacity = 1 - -# Whether to blur the background when `background-opacity` is less than 1. -# -# Valid values are: -# -# * a nonnegative integer specifying the *blur intensity* -# * `false`, equivalent to a blur intensity of 0 -# * `true`, equivalent to the default blur intensity of 20, which is -# reasonable for a good looking blur. Higher blur intensities may -# cause strange rendering and performance issues. -# -# Supported on macOS and on some Linux desktop environments, including: -# -# * KDE Plasma (Wayland and X11) -# -# Warning: the exact blur intensity is _ignored_ under KDE Plasma, and setting -# this setting to either `true` or any positive blur intensity value would -# achieve the same effect. The reason is that KWin, the window compositor -# powering Plasma, only has one global blur setting and does not allow -# applications to specify individual blur settings. -# -# To configure KWin's global blur setting, open System Settings and go to -# "Apps & Windows" > "Window Management" > "Desktop Effects" and select the -# "Blur" plugin. If disabled, enable it by ticking the checkbox to the left. -# Then click on the "Configure" button and there will be two sliders that -# allow you to set background blur and noise intensities for all apps, -# including Ghostty. -# -# All other Linux desktop environments are as of now unsupported. Users may -# need to set environment-specific settings and/or install third-party plugins -# in order to support background blur, as there isn't a unified interface for -# doing so. -background-blur = false - -# The opacity level (opposite of transparency) of an unfocused split. -# Unfocused splits by default are slightly faded out to make it easier to see -# which split is focused. To disable this feature, set this value to 1. -# -# A value of 1 is fully opaque and a value of 0 is fully transparent. Because -# "0" is not useful (it makes the window look very weird), the minimum value -# is 0.15. This value still looks weird but you can at least see what's going -# on. A value outside of the range 0.15 to 1 will be clamped to the nearest -# valid value. -unfocused-split-opacity = 0.7 - -# The color to dim the unfocused split. Unfocused splits are dimmed by -# rendering a semi-transparent rectangle over the split. This sets the color of -# that rectangle and can be used to carefully control the dimming effect. -# -# This will default to the background color. -# -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -unfocused-split-fill = - -# The color of the split divider. If this is not set, a default will be chosen. -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -split-divider-color = - -# The command to run, usually a shell. If this is not an absolute path, it'll -# be looked up in the `PATH`. If this is not set, a default will be looked up -# from your system. The rules for the default lookup are: -# -# * `SHELL` environment variable -# -# * `passwd` entry (user information) -# -# This can contain additional arguments to run the command with. If additional -# arguments are provided, the command will be executed using `/bin/sh -c`. -# Ghostty does not do any shell command parsing. -# -# This command will be used for all new terminal surfaces, i.e. new windows, -# tabs, etc. If you want to run a command only for the first terminal surface -# created when Ghostty starts, use the `initial-command` configuration. -# -# Ghostty supports the common `-e` flag for executing a command with -# arguments. For example, `ghostty -e fish --with --custom --args`. -# This flag sets the `initial-command` configuration, see that for more -# information. -command = - -# This is the same as "command", but only applies to the first terminal -# surface created when Ghostty starts. Subsequent terminal surfaces will use -# the `command` configuration. -# -# After the first terminal surface is created (or closed), there is no -# way to run this initial command again automatically. As such, setting -# this at runtime works but will only affect the next terminal surface -# if it is the first one ever created. -# -# If you're using the `ghostty` CLI there is also a shortcut to set this -# with arguments directly: you can use the `-e` flag. For example: `ghostty -e -# fish --with --custom --args`. The `-e` flag automatically forces some -# other behaviors as well: -# -# * `gtk-single-instance=false` - This ensures that a new instance is -# launched and the CLI args are respected. -# -# * `quit-after-last-window-closed=true` - This ensures that the Ghostty -# process will exit when the command exits. Additionally, the -# `quit-after-last-window-closed-delay` is unset. -# -# * `shell-integration=detect` (if not `none`) - This prevents forcibly -# injecting any configured shell integration into the command's -# environment. With `-e` its highly unlikely that you're executing a -# shell and forced shell integration is likely to cause problems -# (e.g. by wrapping your command in a shell, setting env vars, etc.). -# This is a safety measure to prevent unexpected behavior. If you want -# shell integration with a `-e`-executed command, you must either -# name your binary appropriately or source the shell integration script -# manually. -# -initial-command = - -# If true, keep the terminal open after the command exits. Normally, the -# terminal window closes when the running command (such as a shell) exits. -# With this true, the terminal window will stay open until any keypress is -# received. -# -# This is primarily useful for scripts or debugging. -wait-after-command = false - -# The number of milliseconds of runtime below which we consider a process exit -# to be abnormal. This is used to show an error message when the process exits -# too quickly. -# -# On Linux, this must be paired with a non-zero exit code. On macOS, we allow -# any exit code because of the way shell processes are launched via the login -# command. -abnormal-command-exit-runtime = 250 - -# The size of the scrollback buffer in bytes. This also includes the active -# screen. No matter what this is set to, enough memory will always be -# allocated for the visible screen and anything leftover is the limit for -# the scrollback. -# -# When this limit is reached, the oldest lines are removed from the -# scrollback. -# -# Scrollback currently exists completely in memory. This means that the -# larger this value, the larger potential memory usage. Scrollback is -# allocated lazily up to this limit, so if you set this to a very large -# value, it will not immediately consume a lot of memory. -# -# This size is per terminal surface, not for the entire application. -# -# It is not currently possible to set an unlimited scrollback buffer. -# This is a future planned feature. -# -# This can be changed at runtime but will only affect new terminal surfaces. -scrollback-limit = 10000000 - -# Match a regular expression against the terminal text and associate clicking -# it with an action. This can be used to match URLs, file paths, etc. Actions -# can be opening using the system opener (e.g. `open` or `xdg-open`) or -# executing any arbitrary binding action. -# -# Links that are configured earlier take precedence over links that are -# configured later. -# -# A default link that matches a URL and opens it in the system opener always -# exists. This can be disabled using `link-url`. -# -# TODO: This can't currently be set! - -# Enable URL matching. URLs are matched on hover with control (Linux) or -# super (macOS) pressed and open using the default system application for -# the linked URL. -# -# The URL matcher is always lowest priority of any configured links (see -# `link`). If you want to customize URL matching, use `link` and disable this. -link-url = true - -# Whether to start the window in a maximized state. This setting applies -# to new windows and does not apply to tabs, splits, etc. However, this setting -# will apply to all new windows, not just the first one. -maximize = false - -# Start new windows in fullscreen. This setting applies to new windows and -# does not apply to tabs, splits, etc. However, this setting will apply to all -# new windows, not just the first one. -# -# On macOS, this setting does not work if window-decoration is set to -# "false", because native fullscreen on macOS requires window decorations -# to be set. -fullscreen = false - -# The title Ghostty will use for the window. This will force the title of the -# window to be this title at all times and Ghostty will ignore any set title -# escape sequences programs (such as Neovim) may send. -# -# If you want a blank title, set this to one or more spaces by quoting -# the value. For example, `title = " "`. This effectively hides the title. -# This is necessary because setting a blank value resets the title to the -# default value of the running program. -# -# This configuration can be reloaded at runtime. If it is set, the title -# will update for all windows. If it is unset, the next title change escape -# sequence will be honored but previous changes will not retroactively -# be set. This latter case may require you to restart programs such as Neovim -# to get the new title. -title = - -# The setting that will change the application class value. -# -# This controls the class field of the `WM_CLASS` X11 property (when running -# under X11), and the Wayland application ID (when running under Wayland). -# -# Note that changing this value between invocations will create new, separate -# instances, of Ghostty when running with `gtk-single-instance=true`. See that -# option for more details. -# -# The class name must follow the requirements defined [in the GTK -# documentation](https://docs.gtk.org/gio/type_func.Application.id_is_valid.html). -# -# The default is `com.mitchellh.ghostty`. -# -# This only affects GTK builds. -class = - -# This controls the instance name field of the `WM_CLASS` X11 property when -# running under X11. It has no effect otherwise. -# -# The default is `ghostty`. -# -# This only affects GTK builds. -x11-instance-name = - -# The directory to change to after starting the command. -# -# This setting is secondary to the `window-inherit-working-directory` -# setting. If a previous Ghostty terminal exists in the same process, -# `window-inherit-working-directory` will take precedence. Otherwise, this -# setting will be used. Typically, this setting is used only for the first -# window. -# -# The default is `inherit` except in special scenarios listed next. On macOS, -# if Ghostty can detect it is launched from launchd (double-clicked) or -# `open`, then it defaults to `home`. On Linux with GTK, if Ghostty can detect -# it was launched from a desktop launcher, then it defaults to `home`. -# -# The value of this must be an absolute value or one of the special values -# below: -# -# * `home` - The home directory of the executing user. -# -# * `inherit` - The working directory of the launching process. -working-directory = - -# Key bindings. The format is `trigger=action`. Duplicate triggers will -# overwrite previously set values. The list of actions is available in -# the documentation or using the `ghostty +list-actions` command. -# -# Trigger: `+`-separated list of keys and modifiers. Example: `ctrl+a`, -# `ctrl+shift+b`, `up`. -# -# Valid keys are currently only listed in the -# [Ghostty source code](https://github.com/ghostty-org/ghostty/blob/d6e76858164d52cff460fedc61ddf2e560912d71/src/input/key.zig#L255). -# This is a documentation limitation and we will improve this in the future. -# A common gotcha is that numeric keys are written as words: e.g. `one`, -# `two`, `three`, etc. and not `1`, `2`, `3`. This will also be improved in -# the future. -# -# Valid modifiers are `shift`, `ctrl` (alias: `control`), `alt` (alias: `opt`, -# `option`), and `super` (alias: `cmd`, `command`). You may use the modifier -# or the alias. When debugging keybinds, the non-aliased modifier will always -# be used in output. -# -# Note: The fn or "globe" key on keyboards are not supported as a -# modifier. This is a limitation of the operating systems and GUI toolkits -# that Ghostty uses. -# -# Some additional notes for triggers: -# -# * modifiers cannot repeat, `ctrl+ctrl+a` is invalid. -# -# * modifiers and keys can be in any order, `shift+a+ctrl` is *weird*, -# but valid. -# -# * only a single key input is allowed, `ctrl+a+b` is invalid. -# -# * the key input can be prefixed with `physical:` to specify a -# physical key mapping rather than a logical one. A physical key -# mapping responds to the hardware keycode and not the keycode -# translated by any system keyboard layouts. Example: "ctrl+physical:a" -# -# You may also specify multiple triggers separated by `>` to require a -# sequence of triggers to activate the action. For example, -# `ctrl+a>n=new_window` will only trigger the `new_window` action if the -# user presses `ctrl+a` followed separately by `n`. In other software, this -# is sometimes called a leader key, a key chord, a key table, etc. There -# is no hardcoded limit on the number of parts in a sequence. -# -# Warning: If you define a sequence as a CLI argument to `ghostty`, -# you probably have to quote the keybind since `>` is a special character -# in most shells. Example: ghostty --keybind='ctrl+a>n=new_window' -# -# A trigger sequence has some special handling: -# -# * Ghostty will wait an indefinite amount of time for the next key in -# the sequence. There is no way to specify a timeout. The only way to -# force the output of a prefix key is to assign another keybind to -# specifically output that key (e.g. `ctrl+a>ctrl+a=text:foo`) or -# press an unbound key which will send both keys to the program. -# -# * If a prefix in a sequence is previously bound, the sequence will -# override the previous binding. For example, if `ctrl+a` is bound to -# `new_window` and `ctrl+a>n` is bound to `new_tab`, pressing `ctrl+a` -# will do nothing. -# -# * Adding to the above, if a previously bound sequence prefix is -# used in a new, non-sequence binding, the entire previously bound -# sequence will be unbound. For example, if you bind `ctrl+a>n` and -# `ctrl+a>t`, and then bind `ctrl+a` directly, both `ctrl+a>n` and -# `ctrl+a>t` will become unbound. -# -# * Trigger sequences are not allowed for `global:` or `all:`-prefixed -# triggers. This is a limitation we could remove in the future. -# -# Action is the action to take when the trigger is satisfied. It takes the -# format `action` or `action:param`. The latter form is only valid if the -# action requires a parameter. -# -# * `ignore` - Do nothing, ignore the key input. This can be used to -# black hole certain inputs to have no effect. -# -# * `unbind` - Remove the binding. This makes it so the previous action -# is removed, and the key will be sent through to the child command -# if it is printable. Unbind will remove any matching trigger, -# including `physical:`-prefixed triggers without specifying the -# prefix. -# -# * `csi:text` - Send a CSI sequence. e.g. `csi:A` sends "cursor up". -# -# * `esc:text` - Send an escape sequence. e.g. `esc:d` deletes to the -# end of the word to the right. -# -# * `text:text` - Send a string. Uses Zig string literal syntax. -# e.g. `text:\x15` sends Ctrl-U. -# -# * All other actions can be found in the documentation or by using the -# `ghostty +list-actions` command. -# -# Some notes for the action: -# -# * The parameter is taken as-is after the `:`. Double quotes or -# other mechanisms are included and NOT parsed. If you want to -# send a string value that includes spaces, wrap the entire -# trigger/action in double quotes. Example: `--keybind="up=csi:A B"` -# -# There are some additional special values that can be specified for -# keybind: -# -# * `keybind=clear` will clear all set keybindings. Warning: this -# removes ALL keybindings up to this point, including the default -# keybindings. -# -# The keybind trigger can be prefixed with some special values to change -# the behavior of the keybind. These are: -# -# * `all:` - Make the keybind apply to all terminal surfaces. By default, -# keybinds only apply to the focused terminal surface. If this is true, -# then the keybind will be sent to all terminal surfaces. This only -# applies to actions that are surface-specific. For actions that -# are already global (e.g. `quit`), this prefix has no effect. -# -# * `global:` - Make the keybind global. By default, keybinds only work -# within Ghostty and under the right conditions (application focused, -# sometimes terminal focused, etc.). If you want a keybind to work -# globally across your system (e.g. even when Ghostty is not focused), -# specify this prefix. This prefix implies `all:`. Note: this does not -# work in all environments; see the additional notes below for more -# information. -# -# * `unconsumed:` - Do not consume the input. By default, a keybind -# will consume the input, meaning that the associated encoding (if -# any) will not be sent to the running program in the terminal. If -# you wish to send the encoded value to the program, specify the -# `unconsumed:` prefix before the entire keybind. For example: -# `unconsumed:ctrl+a=reload_config`. `global:` and `all:`-prefixed -# keybinds will always consume the input regardless of this setting. -# Since they are not associated with a specific terminal surface, -# they're never encoded. -# -# * `performable:` - Only consume the input if the action is able to be -# performed. For example, the `copy_to_clipboard` action will only -# consume the input if there is a selection to copy. If there is no -# selection, Ghostty behaves as if the keybind was not set. This has -# no effect with `global:` or `all:`-prefixed keybinds. For key -# sequences, this will reset the sequence if the action is not -# performable (acting identically to not having a keybind set at -# all). -# -# Performable keybinds will not appear as menu shortcuts in the -# application menu. This is because the menu shortcuts force the -# action to be performed regardless of the state of the terminal. -# Performable keybinds will still work, they just won't appear as -# a shortcut label in the menu. -# -# Keybind triggers are not unique per prefix combination. For example, -# `ctrl+a` and `global:ctrl+a` are not two separate keybinds. The keybind -# set later will overwrite the keybind set earlier. In this case, the -# `global:` keybind will be used. -# -# Multiple prefixes can be specified. For example, -# `global:unconsumed:ctrl+a=reload_config` will make the keybind global -# and not consume the input to reload the config. -# -# Note: `global:` is only supported on macOS. On macOS, -# this feature requires accessibility permissions to be granted to Ghostty. -# When a `global:` keybind is specified and Ghostty is launched or reloaded, -# Ghostty will attempt to request these permissions. If the permissions are -# not granted, the keybind will not work. On macOS, you can find these -# permissions in System Preferences -> Privacy & Security -> Accessibility. -keybind = super+page_up=scroll_page_up -keybind = super+ctrl+equal=equalize_splits -keybind = super+physical:four=goto_tab:4 -keybind = super+shift+down=jump_to_prompt:1 -keybind = super+shift+w=close_window -keybind = super+shift+left_bracket=previous_tab -keybind = super+backspace=text:\x15 -keybind = super+alt+w=close_tab -keybind = super+w=close_surface -keybind = super+alt+i=inspector:toggle -keybind = super+physical:eight=goto_tab:8 -keybind = super+alt+right=goto_split:right -keybind = shift+up=adjust_selection:up -keybind = super+down=jump_to_prompt:1 -keybind = super+enter=toggle_fullscreen -keybind = super+t=new_tab -keybind = super+c=copy_to_clipboard -keybind = super+shift+right_bracket=next_tab -keybind = super+physical:one=goto_tab:1 -keybind = shift+left=adjust_selection:left -keybind = super+equal=increase_font_size:1 -keybind = shift+page_up=adjust_selection:page_up -keybind = super+physical:three=goto_tab:3 -keybind = super+right=text:\x05 -keybind = super+d=new_split:right -keybind = super+ctrl+down=resize_split:down,10 -keybind = shift+end=adjust_selection:end -keybind = super+plus=increase_font_size:1 -keybind = super+q=quit -keybind = super+home=scroll_to_top -keybind = super+ctrl+left=resize_split:left,10 -keybind = alt+left=esc:b -keybind = super+ctrl+up=resize_split:up,10 -keybind = super+left=text:\x01 -keybind = super+shift+up=jump_to_prompt:-1 -keybind = shift+right=adjust_selection:right -keybind = super+comma=open_config -keybind = super+shift+comma=reload_config -keybind = super+minus=decrease_font_size:1 -keybind = shift+page_down=adjust_selection:page_down -keybind = ctrl+tab=next_tab -keybind = super+a=select_all -keybind = alt+right=esc:f -keybind = super+shift+enter=toggle_split_zoom -keybind = super+alt+down=goto_split:down -keybind = super+ctrl+f=toggle_fullscreen -keybind = super+ctrl+right=resize_split:right,10 -keybind = super+alt+shift+j=write_screen_file:open -keybind = shift+down=adjust_selection:down -keybind = ctrl+shift+tab=previous_tab -keybind = super+n=new_window -keybind = super+alt+left=goto_split:left -keybind = super+page_down=scroll_page_down -keybind = super+alt+shift+w=close_all_windows -keybind = super+alt+up=goto_split:up -keybind = super+shift+v=paste_from_selection -keybind = super+left_bracket=goto_split:previous -keybind = super+physical:nine=last_tab -keybind = super+right_bracket=goto_split:next -keybind = super+end=scroll_to_bottom -keybind = super+shift+j=write_screen_file:paste -keybind = super+shift+d=new_split:down -keybind = super+zero=reset_font_size -keybind = super+physical:five=goto_tab:5 -keybind = shift+home=adjust_selection:home -keybind = super+physical:seven=goto_tab:7 -keybind = super+up=jump_to_prompt:-1 -keybind = super+k=clear_screen -keybind = super+physical:two=goto_tab:2 -keybind = super+physical:six=goto_tab:6 -keybind = super+v=paste_from_clipboard - -# Horizontal window padding. This applies padding between the terminal cells -# and the left and right window borders. The value is in points, meaning that -# it will be scaled appropriately for screen DPI. -# -# If this value is set too large, the screen will render nothing, because the -# grid will be completely squished by the padding. It is up to you as the user -# to pick a reasonable value. If you pick an unreasonable value, a warning -# will appear in the logs. -# -# Changing this configuration at runtime will only affect new terminals, i.e. -# new windows, tabs, etc. -# -# To set a different left and right padding, specify two numerical values -# separated by a comma. For example, `window-padding-x = 2,4` will set the -# left padding to 2 and the right padding to 4. If you want to set both -# paddings to the same value, you can use a single value. For example, -# `window-padding-x = 2` will set both paddings to 2. -window-padding-x = 2 - -# Vertical window padding. This applies padding between the terminal cells and -# the top and bottom window borders. The value is in points, meaning that it -# will be scaled appropriately for screen DPI. -# -# If this value is set too large, the screen will render nothing, because the -# grid will be completely squished by the padding. It is up to you as the user -# to pick a reasonable value. If you pick an unreasonable value, a warning -# will appear in the logs. -# -# Changing this configuration at runtime will only affect new terminals, -# i.e. new windows, tabs, etc. -# -# To set a different top and bottom padding, specify two numerical values -# separated by a comma. For example, `window-padding-y = 2,4` will set the -# top padding to 2 and the bottom padding to 4. If you want to set both -# paddings to the same value, you can use a single value. For example, -# `window-padding-y = 2` will set both paddings to 2. -window-padding-y = 2 - -# The viewport dimensions are usually not perfectly divisible by the cell -# size. In this case, some extra padding on the end of a column and the bottom -# of the final row may exist. If this is `true`, then this extra padding -# is automatically balanced between all four edges to minimize imbalance on -# one side. If this is `false`, the top left grid cell will always hug the -# edge with zero padding other than what may be specified with the other -# `window-padding` options. -# -# If other `window-padding` fields are set and this is `true`, this will still -# apply. The other padding is applied first and may affect how many grid cells -# actually exist, and this is applied last in order to balance the padding -# given a certain viewport size and grid cell size. -window-padding-balance = false - -# The color of the padding area of the window. Valid values are: -# -# * `background` - The background color specified in `background`. -# * `extend` - Extend the background color of the nearest grid cell. -# * `extend-always` - Same as "extend" but always extends without applying -# any of the heuristics that disable extending noted below. -# -# The "extend" value will be disabled in certain scenarios. On primary -# screen applications (e.g. not something like Neovim), the color will not -# be extended vertically if any of the following are true: -# -# * The nearest row has any cells that have the default background color. -# The thinking is that in this case, the default background color looks -# fine as a padding color. -# * The nearest row is a prompt row (requires shell integration). The -# thinking here is that prompts often contain powerline glyphs that -# do not look good extended. -# * The nearest row contains a perfect fit powerline character. These -# don't look good extended. -# -window-padding-color = background - -# Synchronize rendering with the screen refresh rate. If true, this will -# minimize tearing and align redraws with the screen but may cause input -# latency. If false, this will maximize redraw frequency but may cause tearing, -# and under heavy load may use more CPU and power. -# -# This defaults to true because out-of-sync rendering on macOS can -# cause kernel panics (macOS 14.4+) and performance issues for external -# displays over some hardware such as DisplayLink. If you want to minimize -# input latency, set this to false with the known aforementioned risks. -# -# Changing this value at runtime will only affect new terminals. -# -# This setting is only supported currently on macOS. -window-vsync = true - -# If true, new windows and tabs will inherit the working directory of the -# previously focused window. If no window was previously focused, the default -# working directory will be used (the `working-directory` option). -window-inherit-working-directory = true - -# If true, new windows and tabs will inherit the font size of the previously -# focused window. If no window was previously focused, the default font size -# will be used. If this is false, the default font size specified in the -# configuration `font-size` will be used. -window-inherit-font-size = true - -# Configure a preference for window decorations. This setting specifies -# a _preference_; the actual OS, desktop environment, window manager, etc. -# may override this preference. Ghostty will do its best to respect this -# preference but it may not always be possible. -# -# Valid values: -# -# * `none` - All window decorations will be disabled. Titlebar, -# borders, etc. will not be shown. On macOS, this will also disable -# tabs (enforced by the system). -# -# * `auto` - Automatically decide to use either client-side or server-side -# decorations based on the detected preferences of the current OS and -# desktop environment. This option usually makes Ghostty look the most -# "native" for your desktop. -# -# * `client` - Prefer client-side decorations. -# -# * `server` - Prefer server-side decorations. This is only relevant -# on Linux with GTK, either on X11, or Wayland on a compositor that -# supports the `org_kde_kwin_server_decoration` protocol (e.g. KDE Plasma, -# but almost any non-GNOME desktop supports this protocol). -# -# If `server` is set but the environment doesn't support server-side -# decorations, client-side decorations will be used instead. -# -# The default value is `auto`. -# -# For the sake of backwards compatibility and convenience, this setting also -# accepts boolean true and false values. If set to `true`, this is equivalent -# to `auto`. If set to `false`, this is equivalent to `none`. -# This is convenient for users who live primarily on systems that don't -# differentiate between client and server-side decorations (e.g. macOS and -# Windows). -# -# The "toggle_window_decorations" keybind action can be used to create -# a keybinding to toggle this setting at runtime. This will always toggle -# back to "auto" if the current value is "none" (this is an issue -# that will be fixed in the future). -# -# Changing this configuration in your configuration and reloading will -# only affect new windows. Existing windows will not be affected. -# -# macOS: To hide the titlebar without removing the native window borders -# or rounded corners, use `macos-titlebar-style = hidden` instead. -window-decoration = auto - -# The font that will be used for the application's window and tab titles. -# -# If this setting is left unset, the system default font will be used. -# -# Note: any font available on the system may be used, this font is not -# required to be a fixed-width font. -window-title-font-family = - -# The text that will be displayed in the subtitle of the window. Valid values: -# -# * `false` - Disable the subtitle. -# * `working-directory` - Set the subtitle to the working directory of the -# surface. -# -# This feature is only supported on GTK with Adwaita enabled. -window-subtitle = false - -# The theme to use for the windows. Valid values: -# -# * `auto` - Determine the theme based on the configured terminal -# background color. This has no effect if the "theme" configuration -# has separate light and dark themes. In that case, the behavior -# of "auto" is equivalent to "system". -# * `system` - Use the system theme. -# * `light` - Use the light theme regardless of system theme. -# * `dark` - Use the dark theme regardless of system theme. -# * `ghostty` - Use the background and foreground colors specified in the -# Ghostty configuration. This is only supported on Linux builds with -# Adwaita and `gtk-adwaita` enabled. -# -# On macOS, if `macos-titlebar-style` is "tabs", the window theme will be -# automatically set based on the luminosity of the terminal background color. -# This only applies to terminal windows. This setting will still apply to -# non-terminal windows within Ghostty. -# -# This is currently only supported on macOS and Linux. -window-theme = auto - -# The color space to use when interpreting terminal colors. "Terminal colors" -# refers to colors specified in your configuration and colors produced by -# direct-color SGR sequences. -# -# Valid values: -# -# * `srgb` - Interpret colors in the sRGB color space. This is the default. -# * `display-p3` - Interpret colors in the Display P3 color space. -# -# This setting is currently only supported on macOS. -window-colorspace = srgb - -# The initial window size. This size is in terminal grid cells by default. -# Both values must be set to take effect. If only one value is set, it is -# ignored. -# -# We don't currently support specifying a size in pixels but a future change -# can enable that. If this isn't specified, the app runtime will determine -# some default size. -# -# Note that the window manager may put limits on the size or override the -# size. For example, a tiling window manager may force the window to be a -# certain size to fit within the grid. There is nothing Ghostty will do about -# this, but it will make an effort. -# -# Sizes larger than the screen size will be clamped to the screen size. -# This can be used to create a maximized-by-default window size. -# -# This will not affect new tabs, splits, or other nested terminal elements. -# This only affects the initial window size of any new window. Changing this -# value will not affect the size of the window after it has been created. This -# is only used for the initial size. -# -# BUG: On Linux with GTK, the calculated window size will not properly take -# into account window decorations. As a result, the grid dimensions will not -# exactly match this configuration. If window decorations are disabled (see -# `window-decoration`), then this will work as expected. -# -# Windows smaller than 10 wide by 4 high are not allowed. -window-height = 0 - -window-width = 0 -# The starting window position. This position is in pixels and is relative -# to the top-left corner of the primary monitor. Both values must be set to take -# effect. If only one value is set, it is ignored. -# -# Note that the window manager may put limits on the position or override -# the position. For example, a tiling window manager may force the window -# to be a certain position to fit within the grid. There is nothing Ghostty -# will do about this, but it will make an effort. -# -# Also note that negative values are also up to the operating system and -# window manager. Some window managers may not allow windows to be placed -# off-screen. -# -# Invalid positions are runtime-specific, but generally the positions are -# clamped to the nearest valid position. -# -# On macOS, the window position is relative to the top-left corner of -# the visible screen area. This means that if the menu bar is visible, the -# window will be placed below the menu bar. -# -# Note: this is only supported on macOS and Linux GLFW builds. The GTK -# runtime does not support setting the window position (this is a limitation -# of GTK 4.0). -window-position-x = - -window-position-y = -# Whether to enable saving and restoring window state. Window state includes -# their position, size, tabs, splits, etc. Some window state requires shell -# integration, such as preserving working directories. See `shell-integration` -# for more information. -# -# There are three valid values for this configuration: -# -# * `default` will use the default system behavior. On macOS, this -# will only save state if the application is forcibly terminated -# or if it is configured systemwide via Settings.app. -# -# * `never` will never save window state. -# -# * `always` will always save window state whenever Ghostty is exited. -# -# If you change this value to `never` while Ghostty is not running, the next -# Ghostty launch will NOT restore the window state. -# -# If you change this value to `default` while Ghostty is not running and the -# previous exit saved state, the next Ghostty launch will still restore the -# window state. This is because Ghostty cannot know if the previous exit was -# due to a forced save or not (macOS doesn't provide this information). -# -# If you change this value so that window state is saved while Ghostty is not -# running, the previous window state will not be restored because Ghostty only -# saves state on exit if this is enabled. -# -# The default value is `default`. -# -# This is currently only supported on macOS. This has no effect on Linux. -window-save-state = default - -# Resize the window in discrete increments of the focused surface's cell size. -# If this is disabled, surfaces are resized in pixel increments. Currently -# only supported on macOS. -window-step-resize = false - -# The position where new tabs are created. Valid values: -# -# * `current` - Insert the new tab after the currently focused tab, -# or at the end if there are no focused tabs. -# -# * `end` - Insert the new tab at the end of the tab list. -window-new-tab-position = current - -# Background color for the window titlebar. This only takes effect if -# window-theme is set to ghostty. Currently only supported in the GTK app -# runtime. -# -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -window-titlebar-background = - -# Foreground color for the window titlebar. This only takes effect if -# window-theme is set to ghostty. Currently only supported in the GTK app -# runtime. -# -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -window-titlebar-foreground = - -# This controls when resize overlays are shown. Resize overlays are a -# transient popup that shows the size of the terminal while the surfaces are -# being resized. The possible options are: -# -# * `always` - Always show resize overlays. -# * `never` - Never show resize overlays. -# * `after-first` - The resize overlay will not appear when the surface -# is first created, but will show up if the surface is -# subsequently resized. -# -# The default is `after-first`. -resize-overlay = after-first - -# If resize overlays are enabled, this controls the position of the overlay. -# The possible options are: -# -# * `center` -# * `top-left` -# * `top-center` -# * `top-right` -# * `bottom-left` -# * `bottom-center` -# * `bottom-right` -# -# The default is `center`. -resize-overlay-position = center - -# If resize overlays are enabled, this controls how long the overlay is -# visible on the screen before it is hidden. The default is ¾ of a second or -# 750 ms. -# -# The duration is specified as a series of numbers followed by time units. -# Whitespace is allowed between numbers and units. Each number and unit will -# be added together to form the total duration. -# -# The allowed time units are as follows: -# -# * `y` - 365 SI days, or 8760 hours, or 31536000 seconds. No adjustments -# are made for leap years or leap seconds. -# * `d` - one SI day, or 86400 seconds. -# * `h` - one hour, or 3600 seconds. -# * `m` - one minute, or 60 seconds. -# * `s` - one second. -# * `ms` - one millisecond, or 0.001 second. -# * `us` or `µs` - one microsecond, or 0.000001 second. -# * `ns` - one nanosecond, or 0.000000001 second. -# -# Examples: -# * `1h30m` -# * `45s` -# -# Units can be repeated and will be added together. This means that -# `1h1h` is equivalent to `2h`. This is confusing and should be avoided. -# A future update may disallow this. -# -# The maximum value is `584y 49w 23h 34m 33s 709ms 551µs 615ns`. Any -# value larger than this will be clamped to the maximum value. -resize-overlay-duration = 750ms - -# If true, when there are multiple split panes, the mouse selects the pane -# that is focused. This only applies to the currently focused window; e.g. -# mousing over a split in an unfocused window will not focus that split -# and bring the window to front. -# -# Default is false. -focus-follows-mouse = false - -# Whether to allow programs running in the terminal to read/write to the -# system clipboard (OSC 52, for googling). The default is to allow clipboard -# reading after prompting the user and allow writing unconditionally. -# -# Valid values are: -# -# * `ask` -# * `allow` -# * `deny` -# -clipboard-read = ask - -clipboard-write = allow -# Trims trailing whitespace on data that is copied to the clipboard. This does -# not affect data sent to the clipboard via `clipboard-write`. -clipboard-trim-trailing-spaces = true - -# Require confirmation before pasting text that appears unsafe. This helps -# prevent a "copy/paste attack" where a user may accidentally execute unsafe -# commands by pasting text with newlines. -clipboard-paste-protection = true - -# If true, bracketed pastes will be considered safe. By default, bracketed -# pastes are considered safe. "Bracketed" pastes are pastes while the running -# program has bracketed paste mode enabled (a setting set by the running -# program, not the terminal emulator). -clipboard-paste-bracketed-safe = true - -# Enables or disabled title reporting (CSI 21 t). This escape sequence -# allows the running program to query the terminal title. This is a common -# security issue and is disabled by default. -# -# Warning: This can expose sensitive information at best and enable -# arbitrary code execution at worst (with a maliciously crafted title -# and a minor amount of user interaction). -title-report = false - -# The total amount of bytes that can be used for image data (e.g. the Kitty -# image protocol) per terminal screen. The maximum value is 4,294,967,295 -# (4GiB). The default is 320MB. If this is set to zero, then all image -# protocols will be disabled. -# -# This value is separate for primary and alternate screens so the effective -# limit per surface is double. -image-storage-limit = 320000000 - -# Whether to automatically copy selected text to the clipboard. `true` -# will prefer to copy to the selection clipboard, otherwise it will copy to -# the system clipboard. -# -# The value `clipboard` will always copy text to the selection clipboard -# as well as the system clipboard. -# -# Middle-click paste will always use the selection clipboard. Middle-click -# paste is always enabled even if this is `false`. -# -# The default value is true on Linux and macOS. -copy-on-select = true - -# The time in milliseconds between clicks to consider a click a repeat -# (double, triple, etc.) or an entirely new single click. A value of zero will -# use a platform-specific default. The default on macOS is determined by the -# OS settings. On every other platform it is 500ms. -click-repeat-interval = 0 - -# Additional configuration files to read. This configuration can be repeated -# to read multiple configuration files. Configuration files themselves can -# load more configuration files. Paths are relative to the file containing the -# `config-file` directive. For command-line arguments, paths are relative to -# the current working directory. -# -# Prepend a ? character to the file path to suppress errors if the file does -# not exist. If you want to include a file that begins with a literal ? -# character, surround the file path in double quotes ("). -# -# Cycles are not allowed. If a cycle is detected, an error will be logged and -# the configuration file will be ignored. -# -# Configuration files are loaded after the configuration they're defined -# within in the order they're defined. **THIS IS A VERY SUBTLE BUT IMPORTANT -# POINT.** To put it another way: configuration files do not take effect -# until after the entire configuration is loaded. For example, in the -# configuration below: -# -# ``` -# config-file = "foo" -# a = 1 -# ``` -# -# If "foo" contains `a = 2`, the final value of `a` will be 2, because -# `foo` is loaded after the configuration file that configures the -# nested `config-file` value. -config-file = - -# When this is true, the default configuration file paths will be loaded. -# The default configuration file paths are currently only the XDG -# config path ($XDG_CONFIG_HOME/ghostty/config). -# -# If this is false, the default configuration paths will not be loaded. -# This is targeted directly at using Ghostty from the CLI in a way -# that minimizes external effects. -# -# This is a CLI-only configuration. Setting this in a configuration file -# will have no effect. It is not an error, but it will not do anything. -# This configuration can only be set via CLI arguments. -config-default-files = true - -# Confirms that a surface should be closed before closing it. -# -# This defaults to `true`. If set to `false`, surfaces will close without -# any confirmation. This can also be set to `always`, which will always -# confirm closing a surface, even if shell integration says a process isn't -# running. -confirm-close-surface = true - -# Whether or not to quit after the last surface is closed. -# -# This defaults to `false` on macOS since that is standard behavior for -# a macOS application. On Linux, this defaults to `true` since that is -# generally expected behavior. -# -# On Linux, if this is `true`, Ghostty can delay quitting fully until a -# configurable amount of time has passed after the last window is closed. -# See the documentation of `quit-after-last-window-closed-delay`. -quit-after-last-window-closed = false - -# Controls how long Ghostty will stay running after the last open surface has -# been closed. This only has an effect if `quit-after-last-window-closed` is -# also set to `true`. -# -# The minimum value for this configuration is `1s`. Any values lower than -# this will be clamped to `1s`. -# -# The duration is specified as a series of numbers followed by time units. -# Whitespace is allowed between numbers and units. Each number and unit will -# be added together to form the total duration. -# -# The allowed time units are as follows: -# -# * `y` - 365 SI days, or 8760 hours, or 31536000 seconds. No adjustments -# are made for leap years or leap seconds. -# * `d` - one SI day, or 86400 seconds. -# * `h` - one hour, or 3600 seconds. -# * `m` - one minute, or 60 seconds. -# * `s` - one second. -# * `ms` - one millisecond, or 0.001 second. -# * `us` or `µs` - one microsecond, or 0.000001 second. -# * `ns` - one nanosecond, or 0.000000001 second. -# -# Examples: -# * `1h30m` -# * `45s` -# -# Units can be repeated and will be added together. This means that -# `1h1h` is equivalent to `2h`. This is confusing and should be avoided. -# A future update may disallow this. -# -# The maximum value is `584y 49w 23h 34m 33s 709ms 551µs 615ns`. Any -# value larger than this will be clamped to the maximum value. -# -# By default `quit-after-last-window-closed-delay` is unset and -# Ghostty will quit immediately after the last window is closed if -# `quit-after-last-window-closed` is `true`. -# -# Only implemented on Linux. -quit-after-last-window-closed-delay = - -# This controls whether an initial window is created when Ghostty -# is run. Note that if `quit-after-last-window-closed` is `true` and -# `quit-after-last-window-closed-delay` is set, setting `initial-window` to -# `false` will mean that Ghostty will quit after the configured delay if no -# window is ever created. Only implemented on Linux and macOS. -initial-window = true - -# The position of the "quick" terminal window. To learn more about the -# quick terminal, see the documentation for the `toggle_quick_terminal` -# binding action. -# -# Valid values are: -# -# * `top` - Terminal appears at the top of the screen. -# * `bottom` - Terminal appears at the bottom of the screen. -# * `left` - Terminal appears at the left of the screen. -# * `right` - Terminal appears at the right of the screen. -# * `center` - Terminal appears at the center of the screen. -# -# Changing this configuration requires restarting Ghostty completely. -# -# Note: There is no default keybind for toggling the quick terminal. -# To enable this feature, bind the `toggle_quick_terminal` action to a key. -quick-terminal-position = top - -# The screen where the quick terminal should show up. -# -# Valid values are: -# -# * `main` - The screen that the operating system recommends as the main -# screen. On macOS, this is the screen that is currently receiving -# keyboard input. This screen is defined by the operating system and -# not chosen by Ghostty. -# -# * `mouse` - The screen that the mouse is currently hovered over. -# -# * `macos-menu-bar` - The screen that contains the macOS menu bar as -# set in the display settings on macOS. This is a bit confusing because -# every screen on macOS has a menu bar, but this is the screen that -# contains the primary menu bar. -# -# The default value is `main` because this is the recommended screen -# by the operating system. -quick-terminal-screen = main - -# Duration (in seconds) of the quick terminal enter and exit animation. -# Set it to 0 to disable animation completely. This can be changed at -# runtime. -quick-terminal-animation-duration = 0.2 - -# Automatically hide the quick terminal when focus shifts to another window. -# Set it to false for the quick terminal to remain open even when it loses focus. -quick-terminal-autohide = true - -# This configuration option determines the behavior of the quick terminal -# when switching between macOS spaces. macOS spaces are virtual desktops -# that can be manually created or are automatically created when an -# application is in full-screen mode. -# -# Valid values are: -# -# * `move` - When switching to another space, the quick terminal will -# also moved to the current space. -# -# * `remain` - The quick terminal will stay only in the space where it -# was originally opened and will not follow when switching to another -# space. -# -# The default value is `move`. -quick-terminal-space-behavior = move - -# Whether to enable shell integration auto-injection or not. Shell integration -# greatly enhances the terminal experience by enabling a number of features: -# -# * Working directory reporting so new tabs, splits inherit the -# previous terminal's working directory. -# -# * Prompt marking that enables the "jump_to_prompt" keybinding. -# -# * If you're sitting at a prompt, closing a terminal will not ask -# for confirmation. -# -# * Resizing the window with a complex prompt usually paints much -# better. -# -# Allowable values are: -# -# * `none` - Do not do any automatic injection. You can still manually -# configure your shell to enable the integration. -# -# * `detect` - Detect the shell based on the filename. -# -# * `bash`, `elvish`, `fish`, `zsh` - Use this specific shell injection scheme. -# -# The default value is `detect`. -shell-integration = detect - -# Shell integration features to enable. These require our shell integration -# to be loaded, either automatically via shell-integration or manually. -# -# The format of this is a list of features to enable separated by commas. If -# you prefix a feature with `no-` then it is disabled. If you omit a feature, -# its default value is used, so you must explicitly disable features you don't -# want. You can also use `true` or `false` to turn all features on or off. -# -# Available features: -# -# * `cursor` - Set the cursor to a blinking bar at the prompt. -# -# * `sudo` - Set sudo wrapper to preserve terminfo. -# -# * `title` - Set the window title via shell integration. -# -# Example: `cursor`, `no-cursor`, `sudo`, `no-sudo`, `title`, `no-title` -shell-integration-features = cursor,no-sudo,title - -# Sets the reporting format for OSC sequences that request color information. -# Ghostty currently supports OSC 10 (foreground), OSC 11 (background), and -# OSC 4 (256 color palette) queries, and by default the reported values -# are scaled-up RGB values, where each component are 16 bits. This is how -# most terminals report these values. However, some legacy applications may -# require 8-bit, unscaled, components. We also support turning off reporting -# altogether. The components are lowercase hex values. -# -# Allowable values are: -# -# * `none` - OSC 4/10/11 queries receive no reply -# -# * `8-bit` - Color components are return unscaled, e.g. `rr/gg/bb` -# -# * `16-bit` - Color components are returned scaled, e.g. `rrrr/gggg/bbbb` -# -# The default value is `16-bit`. -osc-color-report-format = 16-bit - -# If true, allows the "KAM" mode (ANSI mode 2) to be used within -# the terminal. KAM disables keyboard input at the request of the -# application. This is not a common feature and is not recommended -# to be enabled. This will not be documented further because -# if you know you need KAM, you know. If you don't know if you -# need KAM, you don't need it. -vt-kam-allowed = false - -# Custom shaders to run after the default shaders. This is a file path -# to a GLSL-syntax shader for all platforms. -# -# Warning: Invalid shaders can cause Ghostty to become unusable such as by -# causing the window to be completely black. If this happens, you can -# unset this configuration to disable the shader. -# -# On Linux, this requires OpenGL 4.2. Ghostty typically only requires -# OpenGL 3.3, but custom shaders push that requirement up to 4.2. -# -# The shader API is identical to the Shadertoy API: you specify a `mainImage` -# function and the available uniforms match Shadertoy. The iChannel0 uniform -# is a texture containing the rendered terminal screen. -# -# If the shader fails to compile, the shader will be ignored. Any errors -# related to shader compilation will not show up as configuration errors -# and only show up in the log, since shader compilation happens after -# configuration loading on the dedicated render thread. For interactive -# development, use [shadertoy.com](https://shadertoy.com). -# -# This can be repeated multiple times to load multiple shaders. The shaders -# will be run in the order they are specified. -# -# Changing this value at runtime and reloading the configuration will only -# affect new windows, tabs, and splits. -custom-shader = - -# If `true` (default), the focused terminal surface will run an animation -# loop when custom shaders are used. This uses slightly more CPU (generally -# less than 10%) but allows the shader to animate. This only runs if there -# are custom shaders and the terminal is focused. -# -# If this is set to `false`, the terminal and custom shader will only render -# when the terminal is updated. This is more efficient but the shader will -# not animate. -# -# This can also be set to `always`, which will always run the animation -# loop regardless of whether the terminal is focused or not. The animation -# loop will still only run when custom shaders are used. Note that this -# will use more CPU per terminal surface and can become quite expensive -# depending on the shader and your terminal usage. -# -# This value can be changed at runtime and will affect all currently -# open terminals. -custom-shader-animation = true - -# Control the in-app notifications that Ghostty shows. -# -# On Linux (GTK) with Adwaita, in-app notifications show up as toasts. Toasts -# appear overlaid on top of the terminal window. They are used to show -# information that is not critical but may be important. -# -# Possible notifications are: -# -# - `clipboard-copy` (default: true) - Show a notification when text is copied -# to the clipboard. -# -# To specify a notification to enable, specify the name of the notification. -# To specify a notification to disable, prefix the name with `no-`. For -# example, to disable `clipboard-copy`, set this configuration to -# `no-clipboard-copy`. To enable it, set this configuration to `clipboard-copy`. -# -# Multiple notifications can be enabled or disabled by separating them -# with a comma. -# -# A value of "false" will disable all notifications. A value of "true" will -# enable all notifications. -# -# This configuration only applies to GTK with Adwaita enabled. -app-notifications = clipboard-copy - -# If anything other than false, fullscreen mode on macOS will not use the -# native fullscreen, but make the window fullscreen without animations and -# using a new space. It's faster than the native fullscreen mode since it -# doesn't use animations. -# -# Important: tabs DO NOT WORK in this mode. Non-native fullscreen removes -# the titlebar and macOS native tabs require the titlebar. If you use tabs, -# you should not use this mode. -# -# If you fullscreen a window with tabs, the currently focused tab will -# become fullscreen while the others will remain in a separate window in -# the background. You can switch to that window using normal window-switching -# keybindings such as command+tilde. When you exit fullscreen, the window -# will return to the tabbed state it was in before. -# -# Allowable values are: -# -# * `visible-menu` - Use non-native macOS fullscreen, keep the menu bar visible -# * `true` - Use non-native macOS fullscreen, hide the menu bar -# * `false` - Use native macOS fullscreen -# -# Changing this option at runtime works, but will only apply to the next -# time the window is made fullscreen. If a window is already fullscreen, -# it will retain the previous setting until fullscreen is exited. -macos-non-native-fullscreen = false - -# The style of the macOS titlebar. Available values are: "native", -# "transparent", "tabs", and "hidden". -# -# The "native" style uses the native macOS titlebar with zero customization. -# The titlebar will match your window theme (see `window-theme`). -# -# The "transparent" style is the same as "native" but the titlebar will -# be transparent and allow your window background color to come through. -# This makes a more seamless window appearance but looks a little less -# typical for a macOS application and may not work well with all themes. -# -# The "transparent" style will also update in real-time to dynamic -# changes to the window background color, e.g. via OSC 11. To make this -# more aesthetically pleasing, this only happens if the terminal is -# a window, tab, or split that borders the top of the window. This -# avoids a disjointed appearance where the titlebar color changes -# but all the topmost terminals don't match. -# -# The "tabs" style is a completely custom titlebar that integrates the -# tab bar into the titlebar. This titlebar always matches the background -# color of the terminal. There are some limitations to this style: -# On macOS 13 and below, saved window state will not restore tabs correctly. -# macOS 14 does not have this issue and any other macOS version has not -# been tested. -# -# The "hidden" style hides the titlebar. Unlike `window-decoration = false`, -# however, it does not remove the frame from the window or cause it to have -# squared corners. Changing to or from this option at run-time may affect -# existing windows in buggy ways. -# -# When "hidden", the top titlebar area can no longer be used for dragging -# the window. To drag the window, you can use option+click on the resizable -# areas of the frame to drag the window. This is a standard macOS behavior -# and not something Ghostty enables. -# -# The default value is "transparent". This is an opinionated choice -# but its one I think is the most aesthetically pleasing and works in -# most cases. -# -# Changing this option at runtime only applies to new windows. -macos-titlebar-style = transparent - -# Whether the proxy icon in the macOS titlebar is visible. The proxy icon -# is the icon that represents the folder of the current working directory. -# You can see this very clearly in the macOS built-in Terminal.app -# titlebar. -# -# The proxy icon is only visible with the native macOS titlebar style. -# -# Valid values are: -# -# * `visible` - Show the proxy icon. -# * `hidden` - Hide the proxy icon. -# -# The default value is `visible`. -# -# This setting can be changed at runtime and will affect all currently -# open windows but only after their working directory changes again. -# Therefore, to make this work after changing the setting, you must -# usually `cd` to a different directory, open a different file in an -# editor, etc. -macos-titlebar-proxy-icon = visible - -# macOS doesn't have a distinct "alt" key and instead has the "option" -# key which behaves slightly differently. On macOS by default, the -# option key plus a character will sometimes produces a Unicode character. -# For example, on US standard layouts option-b produces "∫". This may be -# undesirable if you want to use "option" as an "alt" key for keybindings -# in terminal programs or shells. -# -# This configuration lets you change the behavior so that option is treated -# as alt. -# -# The default behavior (unset) will depend on your active keyboard -# layout. If your keyboard layout is one of the keyboard layouts listed -# below, then the default value is "true". Otherwise, the default -# value is "false". Keyboard layouts with a default value of "true" are: -# -# - U.S. Standard -# - U.S. International -# -# Note that if an *Option*-sequence doesn't produce a printable character, it -# will be treated as *Alt* regardless of this setting. (e.g. `alt+ctrl+a`). -# -# Explicit values that can be set: -# -# If `true`, the *Option* key will be treated as *Alt*. This makes terminal -# sequences expecting *Alt* to work properly, but will break Unicode input -# sequences on macOS if you use them via the *Alt* key. -# -# You may set this to `false` to restore the macOS *Alt* key unicode -# sequences but this will break terminal sequences expecting *Alt* to work. -# -# The values `left` or `right` enable this for the left or right *Option* -# key, respectively. -# -# This does not work with GLFW builds. -macos-option-as-alt = - -# Whether to enable the macOS window shadow. The default value is true. -# With some window managers and window transparency settings, you may -# find false more visually appealing. -macos-window-shadow = true - -# If true, Ghostty on macOS will automatically enable the "Secure Input" -# feature when it detects that a password prompt is being displayed. -# -# "Secure Input" is a macOS security feature that prevents applications from -# reading keyboard events. This can always be enabled manually using the -# `Ghostty > Secure Keyboard Entry` menu item. -# -# Note that automatic password prompt detection is based on heuristics -# and may not always work as expected. Specifically, it does not work -# over SSH connections, but there may be other cases where it also -# doesn't work. -# -# A reason to disable this feature is if you find that it is interfering -# with legitimate accessibility software (or software that uses the -# accessibility APIs), since secure input prevents any application from -# reading keyboard events. -macos-auto-secure-input = true - -# If true, Ghostty will show a graphical indication when secure input is -# enabled. This indication is generally recommended to know when secure input -# is enabled. -# -# Normally, secure input is only active when a password prompt is displayed -# or it is manually (and typically temporarily) enabled. However, if you -# always have secure input enabled, the indication can be distracting and -# you may want to disable it. -macos-secure-input-indication = true - -# Customize the macOS app icon. -# -# This only affects the icon that appears in the dock, application -# switcher, etc. This does not affect the icon in Finder because -# that is controlled by a hardcoded value in the signed application -# bundle and can't be changed at runtime. For more details on what -# exactly is affected, see the `NSApplication.icon` Apple documentation; -# that is the API that is being used to set the icon. -# -# Valid values: -# -# * `official` - Use the official Ghostty icon. -# * `blueprint`, `chalkboard`, `microchip`, `glass`, `holographic`, -# `paper`, `retro`, `xray` - Official variants of the Ghostty icon -# hand-created by artists (no AI). -# * `custom-style` - Use the official Ghostty icon but with custom -# styles applied to various layers. The custom styles must be -# specified using the additional `macos-icon`-prefixed configurations. -# The `macos-icon-ghost-color` and `macos-icon-screen-color` -# configurations are required for this style. -# -# WARNING: The `custom-style` option is _experimental_. We may change -# the format of the custom styles in the future. We're still finalizing -# the exact layers and customization options that will be available. -# -# Other caveats: -# -# * The icon in the update dialog will always be the official icon. -# This is because the update dialog is managed through a -# separate framework and cannot be customized without significant -# effort. -# -macos-icon = official - -# The material to use for the frame of the macOS app icon. -# -# Valid values: -# -# * `aluminum` - A brushed aluminum frame. This is the default. -# * `beige` - A classic 90's computer beige frame. -# * `plastic` - A glossy, dark plastic frame. -# * `chrome` - A shiny chrome frame. -# -# This only has an effect when `macos-icon` is set to `custom-style`. -macos-icon-frame = aluminum - -# The color of the ghost in the macOS app icon. -# -# Note: This configuration is required when `macos-icon` is set to -# `custom-style`. -# -# This only has an effect when `macos-icon` is set to `custom-style`. -# -# Specified as either hex (`#RRGGBB` or `RRGGBB`) or a named X11 color. -macos-icon-ghost-color = - -# The color of the screen in the macOS app icon. -# -# The screen is a gradient so you can specify multiple colors that -# make up the gradient. Comma-separated colors may be specified as -# as either hex (`#RRGGBB` or `RRGGBB`) or as named X11 colors. -# -# Note: This configuration is required when `macos-icon` is set to -# `custom-style`. -# -# This only has an effect when `macos-icon` is set to `custom-style`. -macos-icon-screen-color = - -# Put every surface (tab, split, window) into a dedicated Linux cgroup. -# -# This makes it so that resource management can be done on a per-surface -# granularity. For example, if a shell program is using too much memory, -# only that shell will be killed by the oom monitor instead of the entire -# Ghostty process. Similarly, if a shell program is using too much CPU, -# only that surface will be CPU-throttled. -# -# This will cause startup times to be slower (a hundred milliseconds or so), -# so the default value is "single-instance." In single-instance mode, only -# one instance of Ghostty is running (see gtk-single-instance) so the startup -# time is a one-time cost. Additionally, single instance Ghostty is much -# more likely to have many windows, tabs, etc. so cgroup isolation is a -# big benefit. -# -# This feature requires systemd. If systemd is unavailable, cgroup -# initialization will fail. By default, this will not prevent Ghostty -# from working (see linux-cgroup-hard-fail). -# -# Valid values are: -# -# * `never` - Never use cgroups. -# * `always` - Always use cgroups. -# * `single-instance` - Enable cgroups only for Ghostty instances launched -# as single-instance applications (see gtk-single-instance). -# -linux-cgroup = single-instance - -# Memory limit for any individual terminal process (tab, split, window, -# etc.) in bytes. If this is unset then no memory limit will be set. -# -# Note that this sets the "memory.high" configuration for the memory -# controller, which is a soft limit. You should configure something like -# systemd-oom to handle killing processes that have too much memory -# pressure. -linux-cgroup-memory-limit = - -# Number of processes limit for any individual terminal process (tab, split, -# window, etc.). If this is unset then no limit will be set. -# -# Note that this sets the "pids.max" configuration for the process number -# controller, which is a hard limit. -linux-cgroup-processes-limit = - -# If this is false, then any cgroup initialization (for linux-cgroup) -# will be allowed to fail and the failure is ignored. This is useful if -# you view cgroup isolation as a "nice to have" and not a critical resource -# management feature, because Ghostty startup will not fail if cgroup APIs -# fail. -# -# If this is true, then any cgroup initialization failure will cause -# Ghostty to exit or new surfaces to not be created. -# -# Note: This currently only affects cgroup initialization. Subprocesses -# must always be able to move themselves into an isolated cgroup. -linux-cgroup-hard-fail = false - -# Enable or disable GTK's OpenGL debugging logs. The default is `true` for -# debug builds, `false` for all others. -gtk-opengl-debug = false - -# Obsolete configuration that should not be set. This was deprecated in -# Ghostty 1.1.3 and no longer has any effect. The configuration key will -# be fully removed in 1.2.0. You can manually override the GSK renderer -# using standard environment variables such as `GSK_RENDERER` (from GTK). -gtk-gsk-renderer = default - -# If `true`, the Ghostty GTK application will run in single-instance mode: -# each new `ghostty` process launched will result in a new window if there is -# already a running process. -# -# If `false`, each new ghostty process will launch a separate application. -# -# The default value is `desktop` which will default to `true` if Ghostty -# detects that it was launched from the `.desktop` file such as an app -# launcher (like Gnome Shell) or by D-Bus activation. If Ghostty is launched -# from the command line, it will default to `false`. -# -# Note that debug builds of Ghostty have a separate single-instance ID -# so you can test single instance without conflicting with release builds. -gtk-single-instance = desktop - -# When enabled, the full GTK titlebar is displayed instead of your window -# manager's simple titlebar. The behavior of this option will vary with your -# window manager. -# -# This option does nothing when `window-decoration` is false or when running -# under macOS. -# -# Changing this value at runtime and reloading the configuration will only -# affect new windows. -gtk-titlebar = true - -# Determines the side of the screen that the GTK tab bar will stick to. -# Top, bottom, left, right, and hidden are supported. The default is top. -# -# If this option has value `left` or `right` when using Adwaita, it falls -# back to `top`. `hidden`, meaning that tabs don't exist, is not supported -# without using Adwaita, falling back to `top`. -# -# When `hidden` is set and Adwaita is enabled, a tab button displaying the -# number of tabs will appear in the title bar. It has the ability to open a -# tab overview for displaying tabs. Alternatively, you can use the -# `toggle_tab_overview` action in a keybind if your window doesn't have a -# title bar, or you can switch tabs with keybinds. -gtk-tabs-location = top - -# If this is `true`, the titlebar will be hidden when the window is maximized, -# and shown when the titlebar is unmaximized. GTK only. -gtk-titlebar-hide-when-maximized = false - -# Determines the appearance of the top and bottom bars when using the -# Adwaita tab bar. This requires `gtk-adwaita` to be enabled (it is -# by default). -# -# Valid values are: -# -# * `flat` - Top and bottom bars are flat with the terminal window. -# * `raised` - Top and bottom bars cast a shadow on the terminal area. -# * `raised-border` - Similar to `raised` but the shadow is replaced with a -# more subtle border. -# -# Changing this value at runtime will only affect new windows. -adw-toolbar-style = raised - -# If `true` (default), then the Ghostty GTK tabs will be "wide." Wide tabs -# are the new typical Gnome style where tabs fill their available space. -# If you set this to `false` then tabs will only take up space they need, -# which is the old style. -gtk-wide-tabs = true - -# If `true` (default), Ghostty will enable Adwaita theme support. This -# will make `window-theme` work properly and will also allow Ghostty to -# properly respond to system theme changes, light/dark mode changing, etc. -# This requires a GTK4 desktop with a GTK4 theme. -# -# If you are running GTK3 or have a GTK3 theme, you may have to set this -# to false to get your theme picked up properly. Having this set to true -# with GTK3 should not cause any problems, but it may not work exactly as -# expected. -# -# This configuration only has an effect if Ghostty was built with -# Adwaita support. -gtk-adwaita = true - -# Custom CSS files to be loaded. -# -# This configuration can be repeated multiple times to load multiple files. -# Prepend a ? character to the file path to suppress errors if the file does -# not exist. If you want to include a file that begins with a literal ? -# character, surround the file path in double quotes ("). -# The file size limit for a single stylesheet is 5MiB. -gtk-custom-css = - -# If `true` (default), applications running in the terminal can show desktop -# notifications using certain escape sequences such as OSC 9 or OSC 777. -desktop-notifications = true - -# If `true`, the bold text will use the bright color palette. -bold-is-bright = false - -# This will be used to set the `TERM` environment variable. -# HACK: We set this with an `xterm` prefix because vim uses that to enable key -# protocols (specifically this will enable `modifyOtherKeys`), among other -# features. An option exists in vim to modify this: `:set -# keyprotocol=ghostty:kitty`, however a bug in the implementation prevents it -# from working properly. https://github.com/vim/vim/pull/13211 fixes this. -term = xterm-ghostty - -# String to send when we receive `ENQ` (`0x05`) from the command that we are -# running. Defaults to an empty string if not set. -enquiry-response = - -# Control the auto-update functionality of Ghostty. This is only supported -# on macOS currently, since Linux builds are distributed via package -# managers that are not centrally controlled by Ghostty. -# -# Checking or downloading an update does not send any information to -# the project beyond standard network information mandated by the -# underlying protocols. To put it another way: Ghostty doesn't explicitly -# add any tracking to the update process. The update process works by -# downloading information about the latest version and comparing it -# client-side to the current version. -# -# Valid values are: -# -# * `off` - Disable auto-updates. -# * `check` - Check for updates and notify the user if an update is -# available, but do not automatically download or install the update. -# * `download` - Check for updates, automatically download the update, -# notify the user, but do not automatically install the update. -# -# If unset, we defer to Sparkle's default behavior, which respects the -# preference stored in the standard user defaults (`defaults(1)`). -# -# Changing this value at runtime works after a small delay. -auto-update = - -# The release channel to use for auto-updates. -# -# The default value of this matches the release channel of the currently -# running Ghostty version. If you download a pre-release version of Ghostty -# then this will be set to `tip` and you will receive pre-release updates. -# If you download a stable version of Ghostty then this will be set to -# `stable` and you will receive stable updates. -# -# Valid values are: -# -# * `stable` - Stable, tagged releases such as "1.0.0". -# * `tip` - Pre-release versions generated from each commit to the -# main branch. This is the version that was in use during private -# beta testing by thousands of people. It is generally stable but -# will likely have more bugs than the stable channel. -# -# Changing this configuration requires a full restart of -# Ghostty to take effect. -# -# This only works on macOS since only macOS has an auto-update feature. -auto-update-channel = - diff --git a/ghostty/ghostty-theme b/ghostty/ghostty-theme deleted file mode 100644 index 4adedec..0000000 --- a/ghostty/ghostty-theme +++ /dev/null @@ -1,29 +0,0 @@ -background = #0D1116 -foreground = #ffffff - -cursor-color = #f94dff - -# black -palette = 0=#0D1116 -palette = 8=#e58f2a -# red -palette = 1=#f16c75 -palette = 9=#f16c75 -# green -palette = 2=#37f499 -palette = 10=#37f499 -# yellow -palette = 3=#9ad900 -palette = 11=#9ad900 -# blue -palette = 4=#987afb -palette = 12=#987afb -# purple -palette = 5=#fca6ff -palette = 13=#fca6ff -# aqua -palette = 6=#04d1f9 -palette = 14=#04d1f9 -# white -palette = 7=#ffffff -palette = 15=#ffffff diff --git a/ghostty/reload-config.scpt b/ghostty/reload-config.scpt deleted file mode 100644 index 3d574e4..0000000 --- a/ghostty/reload-config.scpt +++ /dev/null @@ -1,6 +0,0 @@ -tell application "Ghostty" - activate - tell application "System Events" - keystroke "," using {command down, shift down} -- cmd+shift+, - end tell -end tell diff --git a/ghostty/shaders/animated-gradient-shader.glsl b/ghostty/shaders/animated-gradient-shader.glsl deleted file mode 100644 index 01b541c..0000000 --- a/ghostty/shaders/animated-gradient-shader.glsl +++ /dev/null @@ -1,40 +0,0 @@ -// 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 deleted file mode 100644 index 8f58b89..0000000 --- a/ghostty/shaders/bettercrt.glsl +++ /dev/null @@ -1,33 +0,0 @@ -// 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 deleted file mode 100644 index 1d20930..0000000 --- a/ghostty/shaders/bloom.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index 5b6afe9..0000000 --- a/ghostty/shaders/bloom025.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index 4eb1e22..0000000 --- a/ghostty/shaders/bloom050.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index c122fae..0000000 --- a/ghostty/shaders/bloom060.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index ffb81cb..0000000 --- a/ghostty/shaders/bloom075.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index 86ec7b8..0000000 --- a/ghostty/shaders/bloom1.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index 31d1bec..0000000 --- a/ghostty/shaders/crt.glsl +++ /dev/null @@ -1,310 +0,0 @@ -// 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 deleted file mode 100644 index 2a09505..0000000 --- a/ghostty/shaders/cubes.glsl +++ /dev/null @@ -1,114 +0,0 @@ -// 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 deleted file mode 100644 index 9cbb57f..0000000 --- a/ghostty/shaders/cursor_blaze.glsl +++ /dev/null @@ -1,117 +0,0 @@ -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 deleted file mode 100644 index 87c4e18..0000000 --- a/ghostty/shaders/cursor_blaze_no_trail.glsl +++ /dev/null @@ -1,162 +0,0 @@ - -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 deleted file mode 100644 index 63119de..0000000 --- a/ghostty/shaders/cursor_smear.glsl +++ /dev/null @@ -1,117 +0,0 @@ -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 deleted file mode 100644 index fa8be9d..0000000 --- a/ghostty/shaders/cursor_smear_fade.glsl +++ /dev/null @@ -1,114 +0,0 @@ -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 deleted file mode 100644 index 82afade..0000000 --- a/ghostty/shaders/cursor_warp.glsl +++ /dev/null @@ -1,303 +0,0 @@ -// --- 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 deleted file mode 100644 index 7bfe740..0000000 --- a/ghostty/shaders/dither.glsl +++ /dev/null @@ -1,30 +0,0 @@ -// 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 deleted file mode 100644 index e900d4a..0000000 --- a/ghostty/shaders/drunkard.glsl +++ /dev/null @@ -1,68 +0,0 @@ -// 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 deleted file mode 100644 index e2f0b5a..0000000 --- a/ghostty/shaders/fireworks-rockets.glsl +++ /dev/null @@ -1,109 +0,0 @@ -// 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 deleted file mode 100644 index 42bc98d..0000000 --- a/ghostty/shaders/fireworks.glsl +++ /dev/null @@ -1,116 +0,0 @@ -// 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 deleted file mode 100644 index 9976b34..0000000 --- a/ghostty/shaders/gears-and-belts.glsl +++ /dev/null @@ -1,377 +0,0 @@ -// 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 deleted file mode 100644 index 603e3ec..0000000 --- a/ghostty/shaders/glitchy.glsl +++ /dev/null @@ -1,117 +0,0 @@ -// 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 deleted file mode 100644 index 9411e4e..0000000 --- a/ghostty/shaders/glow-rgbsplit-twitchy.glsl +++ /dev/null @@ -1,144 +0,0 @@ -// 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 deleted file mode 100644 index beae0cf..0000000 --- a/ghostty/shaders/gradient-background.glsl +++ /dev/null @@ -1,25 +0,0 @@ -// 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 deleted file mode 100644 index 6992069..0000000 --- a/ghostty/shaders/inside-the-matrix.glsl +++ /dev/null @@ -1,413 +0,0 @@ -/* - 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 deleted file mode 100644 index c72b7fd..0000000 --- a/ghostty/shaders/just-snow.glsl +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index 2bbee86..0000000 --- a/ghostty/shaders/matrix-hallway.glsl +++ /dev/null @@ -1,40 +0,0 @@ -// 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 deleted file mode 100644 index 48101f6..0000000 --- a/ghostty/shaders/negative.glsl +++ /dev/null @@ -1,8 +0,0 @@ - -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 deleted file mode 100644 index c5f315a..0000000 --- a/ghostty/shaders/retro-terminal.glsl +++ /dev/null @@ -1,34 +0,0 @@ -// 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 deleted file mode 100644 index 30a14cf..0000000 --- a/ghostty/shaders/ripple_cursor.glsl +++ /dev/null @@ -1,132 +0,0 @@ -// 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 deleted file mode 100644 index a11f8dc..0000000 --- a/ghostty/shaders/smoke-and-ghost.glsl +++ /dev/null @@ -1,193 +0,0 @@ -// 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 deleted file mode 100644 index e48b6e1..0000000 --- a/ghostty/shaders/sparks-from-fire.glsl +++ /dev/null @@ -1,242 +0,0 @@ -// 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 deleted file mode 100644 index 19f457a..0000000 --- a/ghostty/shaders/spotlight.glsl +++ /dev/null @@ -1,42 +0,0 @@ -// 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 deleted file mode 100644 index cf125a9..0000000 --- a/ghostty/shaders/starfield-colors.glsl +++ /dev/null @@ -1,145 +0,0 @@ -// 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 deleted file mode 100644 index d5fa23c..0000000 --- a/ghostty/shaders/starfield.glsl +++ /dev/null @@ -1,125 +0,0 @@ -// 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 deleted file mode 100644 index 3d77443..0000000 --- a/ghostty/shaders/tft.glsl +++ /dev/null @@ -1,23 +0,0 @@ -/** 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 deleted file mode 100644 index 8c2fb22..0000000 --- a/ghostty/shaders/underwater.glsl +++ /dev/null @@ -1,74 +0,0 @@ -// 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 deleted file mode 100644 index c240b58..0000000 --- a/ghostty/shaders/water.glsl +++ /dev/null @@ -1,35 +0,0 @@ - -#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