delete shaders & eww: adjust layout & add LICENSE
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21
.licenses/catppuccin/LICENSE
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21
.licenses/catppuccin/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.
|
||||
21
.licenses/codeopshq/dotfiles
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21
.licenses/codeopshq/dotfiles
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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.
|
||||
21
.licenses/edc/bass
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21
.licenses/edc/bass
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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.
|
||||
674
.licenses/end-4/dots-hyprland
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674
.licenses/end-4/dots-hyprland
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@@ -0,0 +1,674 @@
|
||||
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.
|
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|
||||
Preamble
|
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|
||||
The GNU General Public License is a free, copyleft license for
|
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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
|
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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
|
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free programs, and that you know you can do these things.
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|
||||
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
|
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you modify it: responsibilities to respect the freedom of others.
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|
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For example, if you distribute copies of such a program, whether
|
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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.
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||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
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authors' sake, the GPL requires that modified versions be marked as
|
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changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
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|
||||
Some devices are designed to deny users access to install or run
|
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modified versions of the software inside them, although the manufacturer
|
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can do so. This is fundamentally incompatible with the aim of
|
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protecting users' freedom to change the software. The systematic
|
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pattern of such abuse occurs in the area of products for individuals to
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use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
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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.
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|
||||
Finally, every program is threatened constantly by software patents.
|
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States should not allow patents to restrict development and use of
|
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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
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make it effectively proprietary. To prevent this, the GPL assures that
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patents cannot be used to render the program non-free.
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||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
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|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
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||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
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|
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"Copyright" also means copyright-like laws that apply to other kinds of
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works, such as semiconductor masks.
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|
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"The Program" refers to any copyrightable work licensed under this
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License. Each licensee is addressed as "you". "Licensees" and
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|
||||
To "modify" a work means to copy from or adapt all or part of the work
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in a fashion requiring copyright permission, other than the making of an
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exact copy. The resulting work is called a "modified version" of the
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earlier work or a work "based on" the earlier work.
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A "covered work" means either the unmodified Program or a work based
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on the Program.
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|
||||
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
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computer or modifying a private copy. Propagation includes copying,
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distribution (with or without modification), making available to the
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public, and in some countries other activities as well.
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|
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To "convey" a work means any kind of propagation that enables other
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parties to make or receive copies. Mere interaction with a user through
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a computer network, with no transfer of a copy, is not conveying.
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|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
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to the extent that it includes a convenient and prominently visible
|
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feature that (1) displays an appropriate copyright notice, and (2)
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tells the user that there is no warranty for the work (except to the
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extent that warranties are provided), that licensees may convey the
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work under this License, and how to view a copy of this License. If
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the interface presents a list of user commands or options, such as a
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menu, a prominent item in the list meets this criterion.
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1. Source Code.
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The "source code" for a work means the preferred form of the work
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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
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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.
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The "System Libraries" of an executable work include anything, other
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than the work as a whole, that (a) is included in the normal form of
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packaging a Major Component, but which is not part of that Major
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Component, and (b) serves only to enable use of the work with that
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Major Component, or to implement a Standard Interface for which an
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implementation is available to the public in source code form. A
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"Major Component", in this context, means a major essential component
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(kernel, window system, and so on) of the specific operating system
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(if any) on which the executable work runs, or a compiler used to
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produce the work, or an object code interpreter used to run it.
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The "Corresponding Source" for a work in object code form means all
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the source code needed to generate, install, and (for an executable
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work) run the object code and to modify the work, including scripts to
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control those activities. However, it does not include the work's
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System Libraries, or general-purpose tools or generally available free
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programs which are used unmodified in performing those activities but
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which are not part of the work. For example, Corresponding Source
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includes interface definition files associated with source files for
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the work, and the source code for shared libraries and dynamically
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linked subprograms that the work is specifically designed to require,
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such as by intimate data communication or control flow between those
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subprograms and other parts of the work.
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||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
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Source.
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|
||||
The Corresponding Source for a work in source code form is that
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||||
same work.
|
||||
|
||||
2. Basic Permissions.
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||||
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||||
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.
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|
||||
Conveying under any other circumstances is permitted solely under
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the conditions stated below. Sublicensing is not allowed; section 10
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||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
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|
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No covered work shall be deemed part of an effective technological
|
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measure under any applicable law fulfilling obligations under article
|
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11 of the WIPO copyright treaty adopted on 20 December 1996, or
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similar laws prohibiting or restricting circumvention of such
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||||
measures.
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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
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||||
technological measures.
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||||
|
||||
4. Conveying Verbatim Copies.
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||||
|
||||
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.
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||||
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||||
You may charge any price or no price for each copy that you convey,
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||||
and you may offer support or warranty protection for a fee.
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||||
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||||
5. Conveying Modified Source Versions.
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||||
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||||
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.
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||||
|
||||
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.
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||||
|
||||
A compilation of a covered work with other separate and independent
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||||
works, which are not by their nature extensions of the covered work,
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||||
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.
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||||
|
||||
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
|
||||
only if you received the object code with such an offer, in accord
|
||||
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
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
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
|
||||
source code form), and must require no special password or key for
|
||||
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
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
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
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
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
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
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
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
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
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
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
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
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
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
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
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
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
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
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
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
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
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
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>.
|
||||
21
.licenses/noelsimbolon/mpv-config
Normal file
21
.licenses/noelsimbolon/mpv-config
Normal file
@@ -0,0 +1,21 @@
|
||||
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.
|
||||
21
.licenses/syndrizzle/hotfiles
Normal file
21
.licenses/syndrizzle/hotfiles
Normal file
@@ -0,0 +1,21 @@
|
||||
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.
|
||||
674
.licenses/vinceliuice/Elegant-grub2-themes
Normal file
674
.licenses/vinceliuice/Elegant-grub2-themes
Normal file
@@ -0,0 +1,674 @@
|
||||
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
|
||||
only if you received the object code with such an offer, in accord
|
||||
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
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
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
|
||||
source code form), and must require no special password or key for
|
||||
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
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
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
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
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
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
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
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
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
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
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
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
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
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
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
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
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
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
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
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
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
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
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>.
|
||||
621
LICENSE
Normal file
621
LICENSE
Normal file
@@ -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
|
||||
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
|
||||
only if you received the object code with such an offer, in accord
|
||||
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
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
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
|
||||
source code form), and must require no special password or key for
|
||||
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
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
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
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
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
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
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
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
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
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
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
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
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
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
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
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
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
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
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
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
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
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
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
|
||||
@@ -27,7 +27,7 @@
|
||||
|
||||
.lyrics-box-single {
|
||||
margin: 5px 0px 5px 10px;
|
||||
min-width: 743px;
|
||||
min-width: 735px;
|
||||
}
|
||||
|
||||
.lyrics-text {
|
||||
|
||||
@@ -90,6 +90,6 @@
|
||||
:windowtype "normal"
|
||||
:wm-ignore true
|
||||
:monitor 0
|
||||
:geometry (geometry :x 1092 :y -51)
|
||||
:geometry (geometry :x 1100 :y -51)
|
||||
(lyrics-single)
|
||||
)
|
||||
@@ -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:
|
||||
|
||||
|
||||
1
ghostty/.gitignore
vendored
Normal file
1
ghostty/.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
shaders
|
||||
@@ -18,4 +18,5 @@ font-size = 12
|
||||
cursor-style = bar
|
||||
|
||||
# just for fun
|
||||
# see https://github.com/hackr-sh/ghostty-shaders
|
||||
# custom-shader = ~/.config/ghostty/shaders/glitchy.glsl
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,68 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,109 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,116 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,139 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,377 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1,304 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1,52 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,119 +0,0 @@
|
||||
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);
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -1,34 +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.
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,193 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,242 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1,158 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,135 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
/** 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;
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
|
||||
#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
1
hypr/.gitignore
vendored
Normal file
@@ -0,0 +1 @@
|
||||
shaders
|
||||
@@ -1,24 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
// -*- 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.);
|
||||
}
|
||||
@@ -1,62 +0,0 @@
|
||||
# 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
|
||||
@@ -1,62 +0,0 @@
|
||||
# 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
|
||||
@@ -1,77 +0,0 @@
|
||||
# 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
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 18 KiB |
Reference in New Issue
Block a user