mainly ghostty
This commit is contained in:
21
.licenses/KroneCorylus/ghostty-shader-playground
Normal file
21
.licenses/KroneCorylus/ghostty-shader-playground
Normal file
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2025 Krone Corylus
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
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 OR COPYRIGHT HOLDERS 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.
|
||||
@@ -1,4 +1,4 @@
|
||||
theme = catppuccin-mocha
|
||||
theme = Catppuccin Mocha
|
||||
|
||||
background-opacity = 0.75
|
||||
background-blur = true
|
||||
@@ -16,7 +16,6 @@ font-family = Maple Mono NF CN
|
||||
font-size = 12
|
||||
|
||||
cursor-style = bar
|
||||
adjust-cursor-thickness = 3
|
||||
|
||||
# just for fun
|
||||
# see https://github.com/hackr-sh/ghostty-shaders
|
||||
# custom-shader = ~/.config/ghostty/shaders/glitchy.glsl
|
||||
custom-shader = cursor-shaders/cursor-smear.glsl
|
||||
|
||||
120
ghostty/cursor-shaders/cursor-smear.glsl
vendored
Normal file
120
ghostty/cursor-shaders/cursor-smear.glsl
vendored
Normal file
@@ -0,0 +1,120 @@
|
||||
// https://github.com/KroneCorylus/ghostty-shader-playground/blob/main/shaders/cursor_smear.glsl
|
||||
|
||||
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);
|
||||
}
|
||||
vec4 saturate(vec4 color, float factor) {
|
||||
float gray = dot(color, vec4(0.299, 0.587, 0.114, 0.)); // luminance
|
||||
return mix(vec4(gray), color, factor);
|
||||
}
|
||||
|
||||
vec4 TRAIL_COLOR = iCurrentCursorColor;
|
||||
const float OPACITY = 0.6;
|
||||
const float DURATION = 0.3; //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);
|
||||
|
||||
vec4 trail = TRAIL_COLOR;
|
||||
trail = saturate(trail, 2.5);
|
||||
// Draw trail
|
||||
newColor = mix(newColor, trail, antialising(sdfTrail));
|
||||
// Draw current cursor
|
||||
newColor = mix(newColor, trail, antialising(sdfCurrentCursor));
|
||||
newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
|
||||
// newColor = mix(fragColor, newColor, OPACITY);
|
||||
fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * lineLength));
|
||||
}
|
||||
@@ -92,7 +92,7 @@ bind = Super+Shift, Left, movewindow, l # [hidden]
|
||||
bind = Super+Shift, Right, movewindow, r # [hidden]
|
||||
bind = Super+Shift, Up, movewindow, u # [hidden]
|
||||
bind = Super+Shift, Down, movewindow, d # [hidden]
|
||||
# Window split ratio<
|
||||
# Window split ratio
|
||||
#/# binde = Super, +/-,, # Window: split ratio +/- 0.1
|
||||
binde = Super, udiaeresis, splitratio, -0.1 # [hidden]
|
||||
binde = Super, plus, splitratio, +0.1 # [hidden]
|
||||
@@ -104,6 +104,7 @@ bind = Super, F, fullscreen, 0
|
||||
bind = Super, D, fullscreen, 1
|
||||
bind = Super, J, togglesplit
|
||||
bind = Super, O, plugin:uyani:organize # https://github.com/Uyanide/hyprplug
|
||||
bind = Super, H, layoutmsg, orientationcycle left right
|
||||
|
||||
#!
|
||||
##! Workspace navigation
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
/* The whole bar */
|
||||
#waybar {
|
||||
background: linear-gradient(to bottom, alpha(@base, 0.8), alpha(@base, 0.6), alpha(@base, 0.4), alpha(@base, 0));
|
||||
background: linear-gradient(to bottom, alpha(@base, 0.8), alpha(@base, 0));
|
||||
/* background: transparent; */
|
||||
color: @text;
|
||||
border-radius: 0px;
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
/* The whole bar */
|
||||
#waybar {
|
||||
background: linear-gradient(to bottom, alpha(@base, 0.8), alpha(@base, 0.6), alpha(@base, 0.4), alpha(@base, 0));
|
||||
background: linear-gradient(to bottom, alpha(@base, 0.8), alpha(@base, 0));
|
||||
/* background: transparent; */
|
||||
color: @text;
|
||||
border-radius: 0px;
|
||||
|
||||
Reference in New Issue
Block a user