// 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 }