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