// --- 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; }