mainly ghostty

This commit is contained in:
2025-09-20 20:40:19 +02:00
parent b0718f5ffa
commit 1922146fc5
6 changed files with 148 additions and 7 deletions

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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.

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@@ -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
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// 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));
}

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@@ -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

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@@ -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;

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@@ -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;