delete shaders & eww: adjust layout & add LICENSE

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MIT License
Copyright (c) 2021 Catppuccin
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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MIT License
Copyright (c) 2025 CodeOps HQ
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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MIT License
Copyright (c) 2017 Eddie Cao
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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If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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MIT License
Copyright (c) 2021 noelsimbolon
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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MIT License
Copyright (c) 2022 Sahil Nihalani
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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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
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with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
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Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
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that supports equivalent copying facilities, provided you maintain
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e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
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A separable portion of the object code, whose source code is excluded
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A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
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"Installation Information" for a User Product means any methods,
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If you convey an object code work under this section in, or with, or
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if neither you nor any third party retains the ability to install
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The requirement to provide Installation Information does not include a
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Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
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unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
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Notwithstanding any other provision of this License, for material you
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that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
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All other non-permissive additional terms are considered "further
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received it, or any part of it, contains a notice stating that it is
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a further restriction but permits relicensing or conveying under this
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Additional terms, permissive or non-permissive, may be stated in the
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the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
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this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
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violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
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your receipt of the notice.
Termination of your rights under this section does not terminate the
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this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
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10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
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An "entity transaction" is a transaction transferring control of an
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the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
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rights granted under this License, and you may not initiate litigation
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11. Patents.
A "contributor" is a copyright holder who authorizes use under this
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work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
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hereafter acquired, that would be infringed by some manner, permitted
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but do not include claims that would be infringed only as a
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Each contributor grants you a non-exclusive, worldwide, royalty-free
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In the following three paragraphs, a "patent license" is any express
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If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
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then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
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consistent with the requirements of this License, to extend the patent
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actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
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A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
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14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
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Each version is given a distinguishing version number. If the
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If the Program specifies that a proxy can decide which future
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Later license versions may give you additional or different
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author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@@ -0,0 +1,621 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
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A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
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A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
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is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
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implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
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programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
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such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
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the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
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Conveying under any other circumstances is permitted solely under
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3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
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11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
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When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
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7. This requirement modifies the requirement in section 4 to
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c) You must license the entire work, as a whole, under this
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A compilation of a covered work with other separate and independent
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beyond what the individual works permit. Inclusion of a covered work
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You may convey a covered work in object code form under the terms
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(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
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long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
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"Installation Information" for a User Product means any methods,
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If you convey an object code work under this section in, or with, or
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The requirement to provide Installation Information does not include a
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7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
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Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
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under those permissions, but the entire Program remains governed by
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remove any additional permissions from that copy, or from any part of
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Notwithstanding any other provision of this License, for material you
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author attributions in that material or in the Appropriate Legal
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You may not propagate or modify a covered work except as expressly
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However, if you cease all violation of this License, then your
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Termination of your rights under this section does not terminate the
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material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
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10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
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You may not impose any further restrictions on the exercise of the
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work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
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In the following three paragraphs, a "patent license" is any express
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If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
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available, or (2) arrange to deprive yourself of the benefit of the
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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to collect a royalty for further conveying from those to whom you convey
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13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
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License will continue to apply to the part which is the covered work,
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14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
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Each version is given a distinguishing version number. If the
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Foundation. If the Program does not specify a version number of the
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If the Program specifies that a proxy can decide which future
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Later license versions may give you additional or different
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15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS

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@@ -27,7 +27,7 @@
.lyrics-box-single { .lyrics-box-single {
margin: 5px 0px 5px 10px; margin: 5px 0px 5px 10px;
min-width: 743px; min-width: 735px;
} }
.lyrics-text { .lyrics-text {

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@@ -90,6 +90,6 @@
:windowtype "normal" :windowtype "normal"
:wm-ignore true :wm-ignore true
:monitor 0 :monitor 0
:geometry (geometry :x 1092 :y -51) :geometry (geometry :x 1100 :y -51)
(lyrics-single) (lyrics-single)
) )

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@@ -1,3 +1,9 @@
'''
Author: Uyanide pywang0608@foxmail.com
Date: 2025-06-14 20:23:25
LastEditTime: 2025-08-03 01:15:54
Description:
'''
""" """
To be used with a companion fish function like this: To be used with a companion fish function like this:

1
ghostty/.gitignore vendored Normal file
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@@ -0,0 +1 @@
shaders

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@@ -18,4 +18,5 @@ font-size = 12
cursor-style = bar cursor-style = bar
# just for fun # just for fun
# see https://github.com/hackr-sh/ghostty-shaders
# custom-shader = ~/.config/ghostty/shaders/glitchy.glsl # custom-shader = ~/.config/ghostty/shaders/glitchy.glsl

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@@ -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);
}

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@@ -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);
}

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@@ -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;
}

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@@ -1,79 +0,0 @@
// INFO: This shader is a port of https://www.shadertoy.com/view/3sySRK
// INFO: Change these variables to create some variation in the animation
#define BLACK_BLEND_THRESHOLD .4 // This is controls the dim of the screen
#define COLOR_SPEED 0.1 // This controls the speed at which the colors change
#define MOVEMENT_SPEED 0.1 // This controls the speed at which the balls move
float opSmoothUnion( float d1, float d2, float k )
{
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) - k*h*(1.0-h);
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float map(vec3 p)
{
float d = 2.0;
for (int i = 0; i < 16; i++) {
float fi = float(i);
float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
d = opSmoothUnion(
sdSphere(p + sin(time*MOVEMENT_SPEED + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
d,
0.4
);
}
return d;
}
vec3 calcNormal( in vec3 p )
{
const float h = 1e-5; // or some other value
const vec2 k = vec2(1,-1);
return normalize( k.xyy*map( p + k.xyy*h ) +
k.yyx*map( p + k.yyx*h ) +
k.yxy*map( p + k.yxy*h ) +
k.xxx*map( p + k.xxx*h ) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x/iResolution.y, 1.0) * 6.0, 3.0);
vec3 rayDir = vec3(0.0, 0.0, -1.0);
float depth = 0.0;
vec3 p;
for(int i = 0; i < 64; i++) {
p = rayOri + rayDir * depth;
float dist = map(p);
depth += dist;
if (dist < 1e-6) {
break;
}
}
depth = min(6.0, depth);
vec3 n = calcNormal(p);
float b = max(0.0, dot(n, vec3(0.577)));
vec3 col = (0.5 + 0.5 * cos((b + iTime*COLOR_SPEED * 3.0) + uv.xyx * 2.0 + vec3(0,2,4))) * (0.85 + b * 0.35);
col *= exp( -depth * 0.15 );
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);
}

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@@ -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
// <http://unlicense.org/>
//==============================================================
// 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);
}

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@@ -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);
}

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// 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);
}

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// 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);
}

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// 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);
}

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// 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);
}

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float triangle(float x, float period) {
return 2.0 * abs(3.0* ((x / period) - floor((x / period) + 0.5))) - 1.0;
}
float field(in vec3 position) {
float strength = 7.0 + 0.03 * log(1.0e-6 + fract(sin(iTime) * 373.11));
float accumulated = 0.0;
float previousMagnitude = 0.0;
float totalWeight = 0.0;
for (int i = 0; i < 6; ++i) {
float magnitude = dot(position, position);
position = abs(position) / magnitude + vec3(-0.5, -0.8 + 0.1 * sin(-iTime * 0.1 + 2.0), -1.1 + 0.3 * cos(iTime * 0.3));
float weight = exp(-float(i) / 7.0);
accumulated += weight * exp(-strength * pow(abs(magnitude - previousMagnitude), 2.3));
totalWeight += weight;
previousMagnitude = magnitude;
}
return max(0.0, 5.0 * accumulated / totalWeight - 0.7);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
const float baseSpeed = 0.02;
const int maxIterations = 16;
const float formulaParameter = 0.79;
const float volumeSteps = 7.0;
const float stepSize = 0.24;
const float zoomFactor = 0.1;
const float tilingFactor = 0.85;
const float baseBrightness = 0.0008;
const float darkMatter = 0.2;
const float distanceFading = 0.56;
const float colorSaturation = 0.9;
const float transverseMotion = 0.2;
const float cloudOpacity = 0.48;
const float zoomSpeed = 0.0002;
vec2 normalizedCoordinates = 2.0 * fragCoord.xy / vec2(512) - 1.0;
vec2 scaledCoordinates = normalizedCoordinates * vec2(512) / 512.0;
float timeElapsed = iTime;
float speedAdjustment = -baseSpeed;
float formulaAdjustment = formulaParameter;
speedAdjustment = zoomSpeed * cos(iTime * 0.02 + 3.1415926 / 4.0);
vec2 uvCoordinates = scaledCoordinates;
float rotationXZ = 0.9;
float rotationYZ = -0.6;
float rotationXY = 0.9 + iTime * 0.08;
mat2 rotationMatrixXZ = mat2(vec2(cos(rotationXZ), sin(rotationXZ)), vec2(-sin(rotationXZ), cos(rotationXZ)));
mat2 rotationMatrixYZ = mat2(vec2(cos(rotationYZ), sin(rotationYZ)), vec2(-sin(rotationYZ), cos(rotationYZ)));
mat2 rotationMatrixXY = mat2(vec2(cos(rotationXY), sin(rotationXY)), vec2(-sin(rotationXY), cos(rotationXY)));
vec2 canvasCenter = vec2(0.5, 0.5);
vec3 rayDirection = vec3(uvCoordinates * zoomFactor, 1.0);
vec3 cameraPosition = vec3(0.0, 0.0, 0.0);
cameraPosition.x -= 2.0 * (canvasCenter.x - 0.5);
cameraPosition.y -= 2.0 * (canvasCenter.y - 0.5);
vec3 forwardVector = vec3(0.0, 0.0, 1.0);
cameraPosition.x += transverseMotion * cos(0.01 * iTime) + 0.001 * iTime;
cameraPosition.y += transverseMotion * sin(0.01 * iTime) + 0.001 * iTime;
cameraPosition.z += 0.003 * iTime;
rayDirection.xz *= rotationMatrixXZ;
forwardVector.xz *= rotationMatrixXZ;
rayDirection.yz *= rotationMatrixYZ;
forwardVector.yz *= rotationMatrixYZ;
cameraPosition.xy *= -1.0 * rotationMatrixXY;
cameraPosition.xz *= rotationMatrixXZ;
cameraPosition.yz *= rotationMatrixYZ;
float zoomOffset = (timeElapsed - 3311.0) * speedAdjustment;
cameraPosition += forwardVector * zoomOffset;
float sampleOffset = mod(zoomOffset, stepSize);
float normalizedSampleOffset = sampleOffset / stepSize;
float stepDistance = 0.24;
float secondaryStepDistance = stepDistance + stepSize / 2.0;
vec3 accumulatedColor = vec3(0.0);
float fieldContribution = 0.0;
vec3 backgroundColor = vec3(0.0);
for (float stepIndex = 0.0; stepIndex < volumeSteps; ++stepIndex) {
vec3 primaryPosition = cameraPosition + (stepDistance + sampleOffset) * rayDirection;
vec3 secondaryPosition = cameraPosition + (secondaryStepDistance + sampleOffset) * rayDirection;
primaryPosition = abs(vec3(tilingFactor) - mod(primaryPosition, vec3(tilingFactor * 2.0)));
secondaryPosition = abs(vec3(tilingFactor) - mod(secondaryPosition, vec3(tilingFactor * 2.0)));
fieldContribution = field(secondaryPosition);
float particleAccumulator = 0.0, particleDistance = 0.0;
for (int i = 0; i < maxIterations; ++i) {
primaryPosition = abs(primaryPosition) / dot(primaryPosition, primaryPosition) - formulaAdjustment;
float distanceChange = abs(length(primaryPosition) - particleDistance);
particleAccumulator += i > 2 ? min(12.0, distanceChange) : distanceChange;
particleDistance = length(primaryPosition);
}
particleAccumulator *= particleAccumulator * particleAccumulator;
float fadeFactor = pow(distanceFading, max(0.0, float(stepIndex) - normalizedSampleOffset));
accumulatedColor += vec3(stepDistance, stepDistance * stepDistance, stepDistance * stepDistance * stepDistance * stepDistance)
* particleAccumulator * baseBrightness * fadeFactor;
backgroundColor += mix(0.4, 1.0, cloudOpacity) * vec3(1.8 * fieldContribution * fieldContribution * fieldContribution,
1.4 * fieldContribution * fieldContribution, fieldContribution) * fadeFactor;
stepDistance += stepSize;
secondaryStepDistance += stepSize;
}
accumulatedColor = mix(vec3(length(accumulatedColor)), accumulatedColor, colorSaturation);
vec4 foregroundColor = vec4(accumulatedColor * 0.01, 1.0);
backgroundColor *= cloudOpacity;
backgroundColor.b *= 1.8;
backgroundColor.r *= 0.05;
backgroundColor.b = 0.5 * mix(backgroundColor.g, backgroundColor.b, 0.8);
backgroundColor.g = 0.0;
backgroundColor.bg = mix(backgroundColor.gb, backgroundColor.bg, 0.5 * (cos(iTime * 0.01) + 1.0));
vec2 terminalUV = fragCoord.xy / iResolution.xy;
vec4 terminalColor = texture(iChannel0, terminalUV);
float brightnessThreshold = 0.1;
float terminalBrightness = dot(terminalColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if (terminalBrightness < brightnessThreshold) {
fragColor = mix(terminalColor, vec4(foregroundColor.rgb + backgroundColor, 1.0), 0.24);
} else {
fragColor = terminalColor;
}
}

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// 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);
}

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// 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);
}

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@@ -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);
}

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@@ -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);
}

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// In-game CRT shader
// Author: sarphiv
// License: CC BY-NC-SA 4.0
// Description:
// Shader for ghostty that is focussed on being usable while looking like a stylized CRT terminal in a modern video game.
// I know a tiny bit about shaders, and nothing about GLSL,
// so this is a Frakenstein's monster combination of other shaders together with a lot of surgery.
// On the bright side, i've cleaned up the body parts and surgery a lot.
// Based on:
// 1. https://gist.github.com/mitchellh/39d62186910dcc27cad097fed16eb882 (forces the choice of license)
// 2. https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f
// 3. https://gist.github.com/seanwcom/0fbe6b270aaa5f28823e053d3dbb14ca
// Settings:
// How straight the terminal is in each axis
// (x, y) \in R^2 : x, y > 0
#define CURVE 13.0, 11.0
// How far apart the different colors are from each other
// x \in R
#define COLOR_FRINGING_SPREAD 1.0
// How much the ghost images are spread out
// x \in R : x >= 0
#define GHOSTING_SPREAD 0.75
// How visible ghost images are
// x \in R : x >= 0
#define GHOSTING_STRENGTH 1.0
// How much of the non-linearly darkened colors are mixed in
// [0, 1]
#define DARKEN_MIX 0.4
// How far in the vignette spreads
// x \in R : x >= 0
#define VIGNETTE_SPREAD 0.3
// How bright the vignette is
// x \in R : x >= 0
#define VIGNETTE_BRIGHTNESS 6.4
// Tint all colors
// [0, 1]^3
#define TINT 0.93, 1.00, 0.96
// How visible the scan line effect is
// NOTE: Technically these are not scan lines, but rather the lack of them
// [0, 1]
#define SCAN_LINES_STRENGTH 0.15
// How bright the spaces between the lines are
// [0, 1]
#define SCAN_LINES_VARIANCE 0.35
// Pixels per scan line effect
// x \in R : x > 0
#define SCAN_LINES_PERIOD 4.0
// How visible the aperture grille is
// x \in R : x >= 0
#define APERTURE_GRILLE_STRENGTH 0.2
// Pixels per aperture grille
// x \in R : x > 0
#define APERTURE_GRILLE_PERIOD 2.0
// How much the screen flickers
// x \in R : x >= 0
#define FLICKER_STRENGTH 0.05
// How fast the screen flickers
// x \in R : x > 0
#define FLICKER_FREQUENCY 15.0
// How much noise is added to filled areas
// [0, 1]
#define NOISE_CONTENT_STRENGTH 0.15
// How much noise is added everywhere
// [0, 1]
#define NOISE_UNIFORM_STRENGTH 0.03
// How big the bloom is
// x \in R : x >= 0
#define BLOOM_SPREAD 8.0
// How visible the bloom is
// [0, 1]
#define BLOOM_STRENGTH 0.04
// How fast colors fade in and out
// [0, 1]
#define FADE_FACTOR 0.55
// Disabled values for when the settings are not defined
#ifndef COLOR_FRINGING_SPREAD
#define COLOR_FRINGING_SPREAD 0.0
#endif
#if !defined(GHOSTING_SPREAD) || !defined(GHOSTING_STRENGTH)
#undef GHOSTING_SPREAD
#undef GHOSTING_STRENGTH
#define GHOSTING_SPREAD 0.0
#define GHOSTING_STRENGTH 0.0
#endif
#ifndef DARKEN_MIX
#define DARKEN_MIX 0.0
#endif
#if !defined(VIGNETTE_SPREAD) || !defined(VIGNETTE_BRIGHTNESS)
#undef VIGNETTE_SPREAD
#undef VIGNETTE_BRIGHTNESS
#define VIGNETTE_SPREAD 0.0
#define VIGNETTE_BRIGHTNESS 1.0
#endif
#ifndef TINT
#define TINT 1.00, 1.00, 1.00
#endif
#if !defined(SCAN_LINES_STRENGTH) || !defined(SCAN_LINES_VARIANCE) || !defined(SCAN_LINES_PERIOD)
#undef SCAN_LINES_STRENGTH
#undef SCAN_LINES_VARIANCE
#undef SCAN_LINES_PERIOD
#define SCAN_LINES_STRENGTH 0.0
#define SCAN_LINES_VARIANCE 1.0
#define SCAN_LINES_PERIOD 1.0
#endif
#if !defined(APERTURE_GRILLE_STRENGTH) || !defined(APERTURE_GRILLE_PERIOD)
#undef APERTURE_GRILLE_STRENGTH
#undef APERTURE_GRILLE_PERIOD
#define APERTURE_GRILLE_STRENGTH 0.0
#define APERTURE_GRILLE_PERIOD 1.0
#endif
#if !defined(FLICKER_STRENGTH) || !defined(FLICKER_FREQUENCY)
#undef FLICKER_STRENGTH
#undef FLICKER_FREQUENCY
#define FLICKER_STRENGTH 0.0
#define FLICKER_FREQUENCY 1.0
#endif
#if !defined(NOISE_CONTENT_STRENGTH) || !defined(NOISE_UNIFORM_STRENGTH)
#undef NOISE_CONTENT_STRENGTH
#undef NOISE_UNIFORM_STRENGTH
#define NOISE_CONTENT_STRENGTH 0.0
#define NOISE_UNIFORM_STRENGTH 0.0
#endif
#if !defined(BLOOM_SPREAD) || !defined(BLOOM_STRENGTH)
#undef BLOOM_SPREAD
#undef BLOOM_STRENGTH
#define BLOOM_SPREAD 0.0
#define BLOOM_STRENGTH 0.0
#endif
#ifndef FADE_FACTOR
#define FADE_FACTOR 1.00
#endif
// Constants
#define PI 3.1415926535897932384626433832795
#ifdef BLOOM_SPREAD
// Golden spiral samples used for bloom.
// [x, y, weight] weight is inverse of distance.
const vec3[24] bloom_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)
};
#endif
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// Get texture coordinates
vec2 uv = fragCoord.xy / iResolution.xy;
#ifdef CURVE
// Curve texture coordinates to mimic non-flat CRT monior
uv = (uv - 0.5) * 2.0;
uv.xy *= 1.0 + pow((abs(vec2(uv.y, uv.x)) / vec2(CURVE)), vec2(2.0));
uv = (uv / 2.0) + 0.5;
#endif
// Retrieve colors from appropriate locations
fragColor.r = texture(iChannel0, vec2(uv.x + 0.0003 * COLOR_FRINGING_SPREAD, uv.y + 0.0003 * COLOR_FRINGING_SPREAD)).x;
fragColor.g = texture(iChannel0, vec2(uv.x + 0.0000 * COLOR_FRINGING_SPREAD, uv.y - 0.0006 * COLOR_FRINGING_SPREAD)).y;
fragColor.b = texture(iChannel0, vec2(uv.x - 0.0006 * COLOR_FRINGING_SPREAD, uv.y + 0.0000 * COLOR_FRINGING_SPREAD)).z;
fragColor.a = texture(iChannel0, uv).a;
// Add faint ghost images
fragColor.r += 0.04 * GHOSTING_STRENGTH * texture(iChannel0, GHOSTING_SPREAD * vec2(+0.025, -0.027) + uv.xy).x;
fragColor.g += 0.02 * GHOSTING_STRENGTH * texture(iChannel0, GHOSTING_SPREAD * vec2(-0.022, -0.020) + uv.xy).y;
fragColor.b += 0.04 * GHOSTING_STRENGTH * texture(iChannel0, GHOSTING_SPREAD * vec2(-0.020, -0.018) + uv.xy).z;
// Quadratically darken everything
fragColor.rgb = mix(fragColor.rgb, fragColor.rgb*fragColor.rgb, DARKEN_MIX);
// Vignette effect
fragColor.rgb *= VIGNETTE_BRIGHTNESS * pow(uv.x * uv.y * (1.0-uv.x) * (1.0-uv.y), VIGNETTE_SPREAD);
// Tint all colors
fragColor.rgb *= vec3(TINT);
// NOTE: At this point, RGB values may be above 1
// Add scan lines effect
fragColor.rgb *= mix(
1.0,
SCAN_LINES_VARIANCE/2.0*(1.0 + sin(2*PI* uv.y * iResolution.y/SCAN_LINES_PERIOD)),
SCAN_LINES_STRENGTH
);
// Add aperture grille
int aperture_grille_step = int(8 * mod(fragCoord.x, APERTURE_GRILLE_PERIOD) / APERTURE_GRILLE_PERIOD);
float aperture_grille_mask;
if (aperture_grille_step < 3)
aperture_grille_mask = 0.0;
else if (aperture_grille_step < 4)
aperture_grille_mask = mod(8*fragCoord.x, APERTURE_GRILLE_PERIOD) / APERTURE_GRILLE_PERIOD;
else if (aperture_grille_step < 7)
aperture_grille_mask = 1.0;
else if (aperture_grille_step < 8)
aperture_grille_mask = mod(-8*fragCoord.x, APERTURE_GRILLE_PERIOD) / APERTURE_GRILLE_PERIOD;
fragColor.rgb *= 1.0 - APERTURE_GRILLE_STRENGTH*aperture_grille_mask;
// Add flicker
fragColor *= 1.0 - FLICKER_STRENGTH/2.0*(1.0 + sin(2*PI*FLICKER_FREQUENCY*iTime));
// Add noise
// NOTE: Hard-coded noise distributions
float noiseContent = smoothstep(0.4, 0.6, fract(sin(uv.x * uv.y * (1.0-uv.x) * (1.0-uv.y) * iTime * 4096.0) * 65536.0));
float noiseUniform = smoothstep(0.4, 0.6, fract(sin(uv.x * uv.y * (1.0-uv.x) * (1.0-uv.y) * iTime * 8192.0) * 65536.0));
fragColor.rgb *= clamp(noiseContent + 1.0 - NOISE_CONTENT_STRENGTH, 0.0, 1.0);
fragColor.rgb = clamp(fragColor.rgb + noiseUniform * NOISE_UNIFORM_STRENGTH, 0.0, 1.0);
// NOTE: At this point, RGB values are again within [0, 1]
// Remove output outside of screen bounds
if (uv.x < 0.0 || uv.x > 1.0)
fragColor.rgb *= 0.0;
if (uv.y < 0.0 || uv.y > 1.0)
fragColor.rgb *= 0.0;
#ifdef BLOOM_SPREAD
// Add bloom
vec2 step = BLOOM_SPREAD * vec2(1.414) / iResolution.xy;
for (int i = 0; i < 24; i++) {
vec3 bloom_sample = bloom_samples[i];
vec4 neighbor = texture(iChannel0, uv + bloom_sample.xy * step);
float luminance = 0.299 * neighbor.r + 0.587 * neighbor.g + 0.114 * neighbor.b;
fragColor += luminance * bloom_sample.z * neighbor * BLOOM_STRENGTH;
}
fragColor = clamp(fragColor, 0.0, 1.0);
#endif
// Add fade effect to smoothen out color transitions
// NOTE: May need to be iTime/iTimeDelta dependent
fragColor = vec4(FADE_FACTOR*fragColor.rgb, FADE_FACTOR);
}

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@@ -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<ITERATIONS; i++) {
ivec2 cell = next_cell; //save cell value before changing
float t2s = t2; //and t
// find the intersection with the nearest side of the current xy-cell (since we know the direction, we only need to check one vertical side and one horizontal side)
vec2 side = vec2(next_cell + cell_side.xy) * XYCELL_SIZE; //side.x is x coord of the y-axis side, side.y - y of the x-axis side
vec2 t2_side = (side - ro2) / rd2; // t2_side.x and t2_side.y are two candidates for the next value of t2, we need the nearest
if (t2_side.x < t2_side.y) {
t2 = t2_side.x;
next_cell.x += cell_shift.x; //cross through the y-axis side
} else {
t2 = t2_side.y;
next_cell.y += cell_shift.y; //cross through the x-axis side
}
//now t2 is the value of the end point in the current cell (and the same point is the start value in the next cell)
// gap cells
vec2 cell_in_block = fract(vec2(cell) / float(BLOCK_SIZE));
float gap = float(BLOCK_GAP) / float(BLOCK_SIZE);
if (cell_in_block.x < gap || cell_in_block.y < gap || (cell_in_block.x < (gap+0.1) && cell_in_block.y < (gap+0.1))) {
continue;
}
// return to 3d - we have start and end points of the ray segment inside the column (t3s and t3e)
float t3s = t2s / t3_to_t2;
// move through z-cells of the current column in the ray direction (don't need much to check, two nearest cells are enough)
float pos_z = ro3.z + rd3.z * t3s;
float xycell_hash = hash(vec2(cell));
float z_shift = xycell_hash*11. - time * (0.5 + xycell_hash * 1.0 + xycell_hash * xycell_hash * 1.0 + pow(xycell_hash, 16.) * 3.0); //a different z shift for each xy column
float char_z_shift = floor(z_shift / STRIP_CHAR_HEIGHT);
z_shift = char_z_shift * STRIP_CHAR_HEIGHT;
int zcell = int(floor((pos_z - z_shift)/ZCELL_SIZE)); //z-cell index
for (int j=0; j<2; j++) { //2 iterations is enough if camera doesn't look much up or down
// calcaulate coordinates of the target (raindrop)
vec4 cell_hash = hash4(vec3(ivec3(cell, zcell)));
vec4 cell_hash2 = fract(cell_hash * vec4(127.1, 311.7, 271.9, 124.6));
float chars_count = cell_hash.w * (STRIP_CHARS_MAX - STRIP_CHARS_MIN) + STRIP_CHARS_MIN;
float target_length = chars_count * STRIP_CHAR_HEIGHT;
float target_rad = STRIP_CHAR_WIDTH / 2.;
float target_z = (float(zcell)*ZCELL_SIZE + z_shift) + cell_hash.z * (ZCELL_SIZE - target_length);
vec2 target = vec2(cell) * XYCELL_SIZE + target_rad + cell_hash.xy * (XYCELL_SIZE - target_rad*2.);
// We have a line segment (t0,t). Now calculate the distance between line segment and cell target (it's easier in 2d)
vec2 s = target - ro2;
float tmin = dot(s, rd2); //tmin - point with minimal distance to target
if (tmin >= 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);
}

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// 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);
}

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// 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);
}

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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute(permute(permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y +
vec4(0.0, i1.y, i2.y, 1.0)) +
i.x + vec4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
// Normalise gradients
vec4 norm =
taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m =
max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
return 105.0 *
dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
float noise2D(vec2 uv) {
uvec2 pos = uvec2(floor(uv * 1000.));
return float((pos.x * 68657387u ^ pos.y * 361524851u + pos.x) % 890129u) *
(1.0 / 890128.0);
}
float roundRectSDF(vec2 center, vec2 size, float radius) {
return length(max(abs(center) - size + radius, 0.)) - radius;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy, sd = vec2(2.), sdh = vec2(1.);
vec4 ghosttyCol = texture(iChannel0, uv);
float ratio = iResolution.y / iResolution.x,
fw = max(fwidth(uv.x), fwidth(uv.y));
vec2 puv = floor(uv * vec2(60., 60. * ratio)) / 60.;
puv +=
(smoothstep(0., 0.7, noise2D(puv)) - 0.5) * 0.05 - vec2(0., iTime * 0.08);
uv = fract(vec2(uv.x, uv.y * ratio) * 10.);
float d = roundRectSDF((sd + 0.01) * (uv - .5), sdh, 0.075),
d2 = roundRectSDF((sd + 0.065) * (fract(uv * 6.) - .5), sdh, 0.2),
noiseTime = iTime * 0.03, noise = snoise(vec3(puv, noiseTime));
noise += snoise(vec3(puv * 1.1, noiseTime + 0.5)) + .1;
noise += snoise(vec3(puv * 2., noiseTime + 0.8));
noise = pow(noise, 2.);
vec3 col1 = vec3(0.), col2 = vec3(0.), col3 = vec3(0.07898),
col4 = vec3(0.089184),
fcol = mix(mix(mix(col1, col3, smoothstep(0.0, 0.3, noise)), col2,
smoothstep(0.0, 0.5, noise)),
col4, smoothstep(0.0, 1.0, noise));
fragColor = vec4(
ghosttyCol.rgb +
mix(col4, fcol, smoothstep(fw, -fw, d) * smoothstep(fw, -fw, d2)),
ghosttyCol.a);
}

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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);
}

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// 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);
}
}

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// Based on https://www.shadertoy.com/view/ms3cWn
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord / iResolution.xy;
float d = length(uv - 0.5) * 2.0;
float t = d * d * 25.0 - iTime * 2.0;
vec3 col = 0.5 + 0.5 * cos(t / 20.0 + uv.xyx + vec3(0.0,2.0,4.0));
vec2 center = iResolution.xy * 0.5;
float distCentre = distance(fragCoord.xy, center);
float dCSin = sin(distCentre * 0.05);
vec2 anim = vec2(map(sin(iTime),-1.0,1.0,0.0,iResolution.x),map(sin(iTime*1.25),-1.0,1.0,0.0,iResolution.y));
float distMouse = distance(fragCoord.xy, anim);
float dMSin = sin(distMouse * 0.05);
float greycol = (((dMSin * dCSin) + 1.0) * 0.5);
greycol = greycol * map(d, 0.0, 1.4142135623730951, 0.5, 0.0);
vec4 terminalColor = texture(iChannel0, uv);
vec3 blendedColor = mix(terminalColor.rgb, vec3(greycol * col.x, greycol * col.y, greycol * col.z), 0.25);
fragColor = vec4(blendedColor, terminalColor.a);
}

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// 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);
}

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// 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);
}

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@@ -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);
}

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// transparent background
const bool transparent = false;
// terminal contents luminance threshold to be considered background (0.0 to 1.0)
const float threshold = 0.15;
// 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.;
float luminance(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
// 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);
if (transparent) {
col += terminalColor.rgb;
}
// Make a mask that is 1.0 where the terminal content is not black
float mask = 1 - step(threshold, luminance(terminalColor.rgb));
vec3 blendedColor = mix(terminalColor.rgb, col, mask);
// Apply terminal's alpha to control overall opacity
fragColor = vec4(blendedColor, terminalColor.a);
}

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// transparent background
const bool transparent = false;
// terminal contents luminance threshold to be considered background (0.0 to 1.0)
const float threshold = 0.15;
// 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 luminance(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
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);
}
// Sample the terminal screen texture including alpha channel
vec4 terminalColor = texture(iChannel0, uv);
if (transparent) {
col += terminalColor.rgb;
}
// Make a mask that is 1.0 where the terminal content is not black
float mask = 1 - step(threshold, luminance(terminalColor.rgb));
vec3 blendedColor = mix(terminalColor.rgb, col, mask);
// Apply terminal's alpha to control overall opacity
fragColor = vec4(blendedColor, terminalColor.a);
}

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/** 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;
}

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// 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);
}

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#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);
}

1
hypr/.gitignore vendored Normal file
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shaders

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// vim: set ft=glsl:
precision highp float;
varying highp vec2 v_texcoord;
uniform highp sampler2D tex;
#define STRENGTH 0.0027
void main() {
vec2 center = vec2(0.5, 0.5);
vec2 offset = (v_texcoord - center) * STRENGTH;
float rSquared = dot(offset, offset);
float distortion = 1.0 + 1.0 * rSquared;
vec2 distortedOffset = offset * distortion;
vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y);
vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y);
vec4 redColor = texture2D(tex, v_texcoord + redOffset);
vec4 blueColor = texture2D(tex, v_texcoord + blueOffset);
gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0);
}

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@@ -1,511 +0,0 @@
#version 100
precision highp float;
varying highp vec2 v_texcoord;
varying highp vec3 v_pos;
uniform highp sampler2D tex;
uniform lowp float time;
#define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border
#define BORDER_RADIUS 1.0 // larger vignette radius
#define BORDER_SIZE 0.01 // small border size
#define CHROMATIC_ABERRATION_STRENGTH 0.00
#define DENOISE_INTENSITY 0.0001 //
#define DISTORTION_AMOUNT 0.00 // moderate distortion amount
#define HDR_BLOOM 0.75 // bloom intensity
#define HDR_BRIGHTNESS 0.011 // brightness
#define HDR_CONTRAST 0.011 // contrast
#define HDR_SATURATION 1.0// saturation
#define LENS_DISTORTION_AMOUNT 0.0
#define NOISE_THRESHOLD 0.0001
#define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow
#define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow
#define SAMPLING_RADIUS 0.0001
#define SCANLINE_FREQUENCY 540.0
#define SCANLINE_THICKNESS 0.0507
#define SCANLINE_TIME time * 471.24
#define SHARPNESS 0.25
#define SUPERSAMPLING_SAMPLES 16.0
#define VIGNETTE_RADIUS 0.0 // larger vignette radius
#define PI 3.14159265359
#define TWOPI 6.28318530718
vec2 applyBarrelDistortion(vec2 coord, float amt) {
vec2 p = coord.xy / vec2(1.0);
vec2 v = p * 2.0 - vec2(1.0);
float r = dot(v, v);
float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0);
vec2 result = v * k;
return vec2(0.5, 0.5) + 0.5 * result.xy;
}
vec4 applyColorCorrection(vec4 color) {
color.rgb *= vec3(1.0, 0.79, 0.89);
return vec4(color.rgb, 1.0);
}
vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) {
float dist_x = min(tc.x, 1.0 - tc.x);
float dist_y = min(tc.y, 1.0 - tc.y);
float dist = min(dist_x, dist_y) * -1.0;
float border = smoothstep(borderSize, 0.0, dist);
border += smoothstep(borderSize, 0.0, dist);
return mix(color, borderColor, border);
}
vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) {
color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5);
vec3 crtfactor = vec3(1.05, 0.92, 1.0);
color.rgb = pow(color.rgb, crtfactor);
// // NTSC
// vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
// // BT.709
// vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
// BT.2020
vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
// // Warm NTSC
// vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
float luminance = dot(color.rgb, lumCoeff);
luminance = pow(luminance, 2.2);
color.rgb = mix(vec3(luminance), color.rgb, saturation);
color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0));
return color;
}
vec4 applyVignette(vec4 color) {
vec2 center = vec2(0.5, 0.5); // center of screen
float radius = VIGNETTE_RADIUS; // radius of vignette effect
float softness = 1.0; // softness of vignette effect
float intensity = 0.7; // intensity of vignette effect
vec2 offset = v_texcoord - center; // offset from center of screen
float distance = length(offset); // distance from center of screen
float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect
return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value
}
vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) {
// Calculate average color value of the texture
vec4 texelColor = color;
float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0;
// Determine brightness-dependent color factor
float factor = mix(
mix(0.09,
mix(0.005, 0.0075, (averageColor - 0.1) / 0.1),
step(0.01, averageColor)), 0.0005,
step(0.02, averageColor));
// Apply phosphor glow effect
vec4 sum = vec4(0.0);
vec4 pixels[9];
pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001));
pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0));
pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001));
pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001));
pixels[4] = texture2D(tex, tc);
pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001));
pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0));
pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001));
pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001));
// Perform operations on input pixels in parallel
sum = pixels[0]
+ pixels[1]
+ pixels[2]
+ pixels[3]
+ pixels[4]
+ pixels[5]
+ pixels[6]
+ pixels[7]
+ pixels[8];
sum /= 9.0;
sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001;
sum += color * PHOSPHOR_BLUR_AMOUNT;
sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001;
sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001;
sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001;
sum *= PHOSPHOR_GLOW_AMOUNT;
// Initialize sum_sum_factor to zero
vec4 sum_sum_factor = vec4(0.0);
// Compute sum_j for i = -1
vec4 sum_j = vec4(0.0);
sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
sum_sum_factor += sum_j * vec4(0.011);
// Compute sum_j for i = 0
sum_j = vec4(0.0);
sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
sum_sum_factor += sum_j * vec4(0.011);
// Compute sum_j for i = 1
sum_j = vec4(0.0);
sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
sum_sum_factor += sum_j * vec4(0.011);
color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5);
return color;
}
vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) {
vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0);
vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0);
vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0);
vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0);
float sharpness = SHARPNESS;
vec3 color_no_alpha = color.rgb;
vec3 color_tl_no_alpha = color_tl.rgb;
vec3 color_tr_no_alpha = color_tr.rgb;
vec3 color_bl_no_alpha = color_bl.rgb;
vec3 color_br_no_alpha = color_br.rgb;
float delta = (dot(color_no_alpha, vec3(0.333333)) + dot(color_tl_no_alpha, vec3(0.333333)) + dot(color_tr_no_alpha, vec3(0.333333)) + dot(color_bl_no_alpha, vec3(0.333333)) + dot(color_br_no_alpha, vec3(0.333333))) * 0.2 - dot(color_no_alpha, vec3(0.333333));
vec3 sharp_color_no_alpha = color_no_alpha + min(vec3(0.0), vec3(delta * sharpness));
vec4 sharp_color = vec4(sharp_color_no_alpha, color.a);
return sharp_color;
}
vec4 applyScanlines(vec2 tc, vec4 color) {
float scanline = (cos(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME) *
sin(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME)) * SCANLINE_THICKNESS;
float alpha = clamp(1.0 - abs(scanline), 0.0, 1.0);
return vec4(color.rgb * alpha, color.a);
}
vec4 applyChromaticAberration(vec2 uv, vec4 color) {
vec2 center = vec2(0.5, 0.5); // center of the screen
vec2 offset = (uv - center) * CHROMATIC_ABERRATION_STRENGTH; // calculate the offset from the center
// apply lens distortion
float rSquared = dot(offset, offset);
float distortion = 1.0 + LENS_DISTORTION_AMOUNT * rSquared;
vec2 distortedOffset = offset * distortion;
// apply chromatic aberration
vec2 redOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
vec2 blueOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
vec4 redColor = texture2D(tex, uv + redOffset);
vec4 blueColor = texture2D(tex, uv + blueOffset);
vec4 result = vec4(redColor.r, color.g, blueColor.b, color.a);
return result;
}
vec4 reduceGlare(vec4 color) {
// Calculate the intensity of the color by taking the average of the RGB components
float intensity = (color.r + color.g + color.b) / 3.0;
// Set the maximum intensity that can be considered for glare
float maxIntensity = 0.98;
// Use smoothstep to create a smooth transition from no glare to full glare
// based on the intensity of the color and the maximum intensity
float glareIntensity = smoothstep(maxIntensity - 0.02, maxIntensity, intensity);
// Set the amount of glare to apply to the color
float glareAmount = 0.02;
// Mix the original color with the reduced color that has glare applied to it
vec3 reducedColor = mix(color.rgb, vec3(glareIntensity), glareAmount);
// Return the reduced color with the original alpha value
return vec4(reducedColor, color.a);
}
// Apply a fake HDR effect to the input color.
// Parameters:
// - inputColor: the color to apply the effect to.
// - brightness: the brightness of the image. Should be a value between 0 and 1.
// - contrast: the contrast of the image. Should be a value between 0 and 1.
// - saturation: the saturation of the image. Should be a value between 0 and 2.
// - bloom: the intensity of the bloom effect. Should be a value between 0 and 1.
vec4 applyFakeHDREffect(vec4 inputColor, float brightness, float contrast, float saturation, float bloom) {
const float minBrightness = 0.0;
const float maxBrightness = 1.0;
const float minContrast = 0.0;
const float maxContrast = 1.0;
const float minSaturation = 0.0;
const float maxSaturation = 2.0;
const float minBloom = 0.0;
const float maxBloom = 1.0;
// Check input parameters for validity
if (brightness < minBrightness || brightness > maxBrightness) {
return vec4(0.0, 0.0, 0.0, 1.0); // Return black with alpha of 1.0 to indicate error
}
if (contrast < minContrast || contrast > maxContrast) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
if (saturation < minSaturation || saturation > maxSaturation) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
if (bloom < minBloom || bloom > maxBloom) {
return vec4(0.0, 0.0, 0.0, 1.0);
}
// Apply brightness and contrast
vec3 color = inputColor.rgb;
color = (color - vec3(0.5)) * exp2(brightness * 10.0) + vec3(0.5);
color = mix(vec3(0.5), color, pow(contrast * 4.0 + 1.0, 2.0));
// // NTSC
// vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
// // BT.709
// vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
// // BT.2020
// vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
// Warm NTSC
vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
// Apply saturation
float luminance = dot(color, lumCoeff);
vec3 grey = vec3(luminance);
color = mix(grey, color, saturation);
// Apply bloom effect
float threshold = 1.0 - bloom;
vec3 bloomColor = max(color - threshold, vec3(0.0));
bloomColor = pow(bloomColor, vec3(2.0));
bloomColor = mix(vec3(0.0), bloomColor, pow(min(luminance, threshold), 4.0));
color += bloomColor;
return vec4(color, inputColor.a);
}
vec4 bilateralFilter(sampler2D tex, vec2 uv, vec4 color, float sampleRadius, float noiseThreshold, float intensity) {
vec4 filteredColor = vec4(0.0);
float totalWeight = 0.0;
// Top-left pixel
vec4 sample = texture2D(tex, uv + vec2(-1.0, -1.0));
float dist = length(vec2(-1.0, -1.0));
float colorDist = length(sample - color);
float weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Top pixel
sample = texture2D(tex, uv + vec2(0.0, -1.0));
dist = length(vec2(0.0, -1.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Top-right pixel
sample = texture2D(tex, uv + vec2(1.0, -1.0));
dist = length(vec2(1.0, -1.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Left pixel
sample = texture2D(tex, uv + vec2(-1.0, 0.0));
dist = length(vec2(-1.0, 0.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Center pixel
sample = texture2D(tex, uv);
dist = 0.0;
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Right pixel
sample = texture2D(tex, uv + vec2(1.0, 0.0));
dist = length(vec2(1.0, 0.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Bottom-left pixel
sample = texture2D(tex, uv + vec2(-1.0, 1.0));
dist = length(vec2(-1.0, 1.0));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
// Bottom pixel
sample = texture2D(tex, uv + vec2(0.0, sampleRadius));
dist = length(vec2(0.0, sampleRadius));
colorDist = length(sample - color);
weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
filteredColor += sample * weight;
totalWeight += weight;
filteredColor /= totalWeight;
return mix(color, filteredColor, step(noiseThreshold, length(filteredColor - color)));
}
vec4 supersample(sampler2D tex, vec2 uv, float sampleRadius, float noiseThreshold, float intensity) {
float radiusSq = sampleRadius * sampleRadius;
vec2 poissonDisk;
vec4 color = vec4(0.0);
float r1_0 = sqrt(0.0 / 16.0);
float r2_0 = fract(1.0 / 3.0);
float theta_0 = TWOPI * r2_0;
poissonDisk = vec2(r1_0 * cos(theta_0), r1_0 * sin(theta_0));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_1 = sqrt(1.0 / 16.0);
float r2_1 = fract(2.0 / 3.0);
float theta_1 = TWOPI * r2_1;
poissonDisk = vec2(r1_1 * cos(theta_1), r1_1 * sin(theta_1));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_2 = sqrt(2.0 / 16.0);
float r2_2 = fract(3.0 / 3.0);
float theta_2 = TWOPI * r2_2;
poissonDisk = vec2(r1_2 * cos(theta_2), r1_2 * sin(theta_2));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_3 = sqrt(3.0 / 16.0);
float r2_3 = fract(4.0 / 3.0);
float theta_3 = TWOPI * r2_3;
poissonDisk = vec2(r1_3 * cos(theta_3), r1_3 * sin(theta_3));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_4 = sqrt(4.0 / 16.0);
float r2_4 = fract(5.0 / 3.0);
float theta_4 = TWOPI * r2_4;
poissonDisk = vec2(r1_4 * cos(theta_4), r1_4 * sin(theta_4));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_5 = sqrt(5.0 / 16.0);
float r2_5 = fract(6.0 / 3.0);
float theta_5 = TWOPI * r2_5;
poissonDisk = vec2(r1_5 * cos(theta_5), r1_5 * sin(theta_5));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_6 = sqrt(6.0 / 16.0);
float r2_6 = fract(7.0 / 3.0);
float theta_6 = TWOPI * r2_6;
poissonDisk = vec2(r1_6 * cos(theta_6), r1_6 * sin(theta_6));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_7 = sqrt(7.0 / 16.0);
float r2_7 = fract(8.0 / 3.0);
float theta_7 = TWOPI * r2_7;
poissonDisk = vec2(r1_7 * cos(theta_7), r1_7 * sin(theta_7));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_8 = sqrt(8.0 / 16.0);
float r2_8 = fract(9.0 / 3.0);
float theta_8 = TWOPI * r2_8;
poissonDisk = vec2(r1_8 * cos(theta_8), r1_8 * sin(theta_8));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_9 = sqrt(9.0 / 16.0);
float r2_9 = fract(10.0 / 3.0);
float theta_9 = TWOPI * r2_9;
poissonDisk = vec2(r1_9 * cos(theta_9), r1_9 * sin(theta_9));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_10 = sqrt(10.0 / 16.0);
float r2_10 = fract(11.0 / 3.0);
float theta_10 = TWOPI * r2_10;
poissonDisk = vec2(r1_10 * cos(theta_10), r1_10 * sin(theta_10));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_11 = sqrt(11.0 / 16.0);
float r2_11 = fract(12.0 / 3.0);
float theta_11 = TWOPI * r2_11;
poissonDisk = vec2(r1_11 * cos(theta_11), r1_11 * sin(theta_11));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_12 = sqrt(12.0 / 16.0);
float r2_12 = fract(13.0 / 3.0);
float theta_12 = TWOPI * r2_12;
poissonDisk = vec2(r1_12 * cos(theta_12), r1_12 * sin(theta_12));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_13 = sqrt(13.0 / 16.0);
float r2_13 = fract(14.0 / 3.0);
float theta_13 = TWOPI * r2_13;
poissonDisk = vec2(r1_13 * cos(theta_13), r1_13 * sin(theta_13));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_14 = sqrt(14.0 / 16.0);
float r2_14 = fract(15.0 / 3.0);
float theta_14 = TWOPI * r2_14;
poissonDisk = vec2(r1_14 * cos(theta_14), r1_14 * sin(theta_14));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
float r1_15 = sqrt(15.0 / 16.0);
float r2_15 = fract(16.0 / 3.0);
float theta_15 = TWOPI * r2_15;
poissonDisk = vec2(r1_15 * cos(theta_15), r1_15 * sin(theta_15));
color += texture2D(tex, uv + poissonDisk * sampleRadius);
return bilateralFilter(tex, uv, color, sampleRadius, noiseThreshold, intensity);
}
void main() {
vec2 tc_no_dist = v_texcoord;
vec2 tc = applyBarrelDistortion(tc_no_dist, DISTORTION_AMOUNT);
// [-1, 1]
vec2 tc_no_dist_symmetric = tc_no_dist * 2.0 - 1.0;
// [0,1]
vec2 tc_no_dist_normalized = (tc_no_dist_symmetric + 1.0) / 2.0;
// vec4 color = texture2D(tex, tc);
vec4 color = supersample(tex, tc, SAMPLING_RADIUS, NOISE_THRESHOLD, DENOISE_INTENSITY);
color = applyAdaptiveSharpen(tc, color, tex);
color = applyPhosphorGlow(tc, color, tex);
color = reduceGlare(color);
color = mix(applyFakeHDREffect(color, HDR_BRIGHTNESS, HDR_CONTRAST, HDR_SATURATION, HDR_BLOOM), color, 0.5);
color = applyColorCorrection(color);
color /= SUPERSAMPLING_SAMPLES;
color = mix(applyChromaticAberration(tc, color), color, 0.25);
color = mix(color, applyVignette(color), 0.37);
color = applyBorder(tc_no_dist_normalized, color, 1.0 - BORDER_SIZE * BORDER_RADIUS, BORDER_COLOR);
color = mix(applyBorder(tc, color, BORDER_SIZE, BORDER_COLOR), color, 0.05);
color = applyScanlines(tc, color);
gl_FragColor = color;
gl_FragColor.a = 1.0;
}

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@@ -1,42 +0,0 @@
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time;
void warpco(inout vec2 tc) {
tc -= 0.5;
tc *= length(tc) * 2.0;
tc += 0.5;
}
float rand1d(float seed) {
return sin(seed*1454.0);
}
float rand2d(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec3 rgb(in vec2 tc, float freq, float amp, inout vec4 centre) {
vec2 off = vec2(1.0/800.0, 0.0) * sin(tc.t * freq + time) * amp;
vec2 off2 = vec2(1.0/800.0, 0.0) * sin(tc.t * freq - time * 1.5) * amp;
centre = texture2D(tex, tc);
return vec3(texture2D(tex, tc-off).r, centre.g, texture2D(tex, tc+off2).b);
}
void main() {
// vec2 px = 1.0 / textureSize(tex, 0).st;
vec2 tc = v_texcoord;
warpco(tc);
tc = mix(v_texcoord, tc, sin(time * 2.0)*0.07);
tc.x += rand2d(floor(tc * 20.0 + floor(time * 2.5))) * 0.01;
tc.x += rand1d(floor(tc.x * 40.0)) * 0.005 * rand1d(time * 0.001);
tc.y += sin(tc.x + time) * 0.02;
vec4 centre;
vec3 bent = rgb(tc, 100.0, 5.0, centre);
vec3 col = mix(centre.rgb, bent, sin(time));
gl_FragColor = vec4(col, centre.a);
// gl_FragColor = vec4(texture2D(tex, v_texcoord));
}

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@@ -1,21 +0,0 @@
// vim: set ft=glsl:
// blue light filter shader
// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// red
pixColor[0] *= 0.7;
// green
pixColor[1] *= 0.6;
// blue
pixColor[2] *= 0.5;
gl_FragColor = pixColor;
}

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@@ -1,13 +0,0 @@
// vim: set ft=glsl:
// blue light filter shader
// values from https://reshade.me/forum/shader-discussion/3673-blue-light-filter-similar-to-f-lux
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
pixColor.rgb = 1.0 - pixColor.rgb;
gl_FragColor = pixColor;
}

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// -*- mode:c -*-
precision lowp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
float distanceSquared(vec3 pixColor, vec3 solarizedColor) {
vec3 distanceVector = pixColor - solarizedColor;
return dot(distanceVector, distanceVector);
}
void main() {
vec3 solarized[16];
solarized[0] = vec3(0.,0.169,0.212);
solarized[1] = vec3(0.027,0.212,0.259);
solarized[2] = vec3(0.345,0.431,0.459);
solarized[3] = vec3(0.396,0.482,0.514);
solarized[4] = vec3(0.514,0.58,0.588);
solarized[5] = vec3(0.576,0.631,0.631);
solarized[6] = vec3(0.933,0.91,0.835);
solarized[7] = vec3(0.992,0.965,0.89);
solarized[8] = vec3(0.71,0.537,0.);
solarized[9] = vec3(0.796,0.294,0.086);
solarized[10] = vec3(0.863,0.196,0.184);
solarized[11] = vec3(0.827,0.212,0.51);
solarized[12] = vec3(0.424,0.443,0.769);
solarized[13] = vec3(0.149,0.545,0.824);
solarized[14] = vec3(0.165,0.631,0.596);
solarized[15] = vec3(0.522,0.6,0.);
vec3 pixColor = vec3(texture2D(tex, v_texcoord));
int closest = 0;
float closestDistanceSquared = distanceSquared(pixColor, solarized[0]);
for (int i = 1; i < 15; i++) {
float newDistanceSquared = distanceSquared(pixColor, solarized[i]);
if (newDistanceSquared < closestDistanceSquared) {
closest = i;
closestDistanceSquared = newDistanceSquared;
}
}
gl_FragColor = vec4(solarized[closest], 1.);
}

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# vim:ft=kitty
## name: OneDark-Pro
## author: VictorPL (https://github.com/VictorPLopes)
## license: MIT
## upstream: https://github.com/VictorPLopes/OneDark-Pro-Kitty-Terminal/blob/main/kitty-themes/OneDark-Pro.conf
## blurb: Kitty theme inspired by Binaryify's One Dark Pro theme for Visual Studio Code.
# Colors
# The basic colors
foreground #ABB2BF
background #282C34
selection_foreground #282C34
selection_background #ABB2BF
# Cursor colors
cursor #ABB2BF
cursor_text_color #282C34
# URL underline color when hovering with mouse
url_color #ABB2BF
# Tab bar colors
active_tab_foreground #3F4451
active_tab_background #D7DAE0
inactive_tab_foreground #ABB2BF
inactive_tab_background #282C34
# The 16 terminal colors
# black
color0 #3F4451
color8 #4F5666
# red
color1 #E06C75
color9 #BE5046
# green
color2 #98C379
color10 #A5E075
# yellow
color3 #D19A66
color11 #E5C07B
# blue
color4 #61AFEF
color12 #4DC4FF
# purple
color5 #C678DD
color13 #DE73FF
# cyan
color6 #56B6C2
color14 #4CD1E0
# white
color7 #D7DAE0
color15 #E6E6E6

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# vim:ft=kitty
## name: OneDark-Pro
## author: VictorPL (https://github.com/VictorPLopes)
## license: MIT
## upstream: https://github.com/VictorPLopes/OneDark-Pro-Kitty-Terminal/blob/main/kitty-themes/OneDark-Pro.conf
## blurb: Kitty theme inspired by Binaryify's One Dark Pro theme for Visual Studio Code.
# Colors
# The basic colors
foreground #ABB2BF
background #282C34
selection_foreground #282C34
selection_background #ABB2BF
# Cursor colors
cursor #ABB2BF
cursor_text_color #282C34
# URL underline color when hovering with mouse
url_color #ABB2BF
# Tab bar colors
active_tab_foreground #3F4451
active_tab_background #D7DAE0
inactive_tab_foreground #ABB2BF
inactive_tab_background #282C34
# The 16 terminal colors
# black
color0 #3F4451
color8 #4F5666
# red
color1 #E06C75
color9 #BE5046
# green
color2 #98C379
color10 #A5E075
# yellow
color3 #D19A66
color11 #E5C07B
# blue
color4 #61AFEF
color12 #4DC4FF
# purple
color5 #C678DD
color13 #DE73FF
# cyan
color6 #56B6C2
color14 #4CD1E0
# white
color7 #D7DAE0
color15 #E6E6E6

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# Tokyo Night color scheme for kitty terminal emulator
# https://github.com/davidmathers/tokyo-night-kitty-theme
#
# Based on Tokyo Night color theme for Visual Studio Code
# https://github.com/enkia/tokyo-night-vscode-theme
foreground #a9b1d6
background #1a1b26
# Black
color0 #414868
color8 #414868
# Red
color1 #f7768e
color9 #f7768e
# Green
color2 #73daca
color10 #73daca
# Yellow
color3 #e0af68
color11 #e0af68
# Blue
color4 #7aa2f7
color12 #7aa2f7
# Magenta
color5 #bb9af7
color13 #bb9af7
# Cyan
color6 #7dcfff
color14 #7dcfff
# White
color7 #c0caf5
color15 #c0caf5
# Cursor
cursor #c0caf5
cursor_text_color #1a1b26
# Selection highlight
selection_foreground none
selection_background #28344a
# The color for highlighting URLs on mouse-over
url_color #9ece6a
# Window borders
active_border_color #3d59a1
inactive_border_color #101014
bell_border_color #e0af68
# Tab bar
tab_bar_style fade
tab_fade 1
active_tab_foreground #3d59a1
active_tab_background #16161e
active_tab_font_style bold
inactive_tab_foreground #787c99
inactive_tab_background #16161e
inactive_tab_font_style bold
tab_bar_background #101014
# Title bar
macos_titlebar_color #16161e
# Storm
# background #24283b
# cursor_text_color #24283b
# active_tab_background #1f2335
# inactive_tab_background #1f2335
# macos_titlebar_color #1f2335

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