feat: Update nixpkgs, build ghostty from latest master, add ghostty shaders (smear, crt, bloom, blaze)
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8 changed files with 430 additions and 51 deletions
33
ghostty/shaders/bettercrt.glsl
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33
ghostty/shaders/bettercrt.glsl
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// Original shader collected from: https://www.shadertoy.com/view/WsVSzV
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// Licensed under Shadertoy's default since the original creator didn't provide any license. (CC BY NC SA 3.0)
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// Slight modifications were made to give a green-ish effect.
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// This shader was modified by April Hall (arithefirst)
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// Sourced from https://github.com/m-ahdal/ghostty-shaders/blob/main/retro-terminal.glsl
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// Changes made:
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// - Removed tint
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// - Made the boundaries match ghostty's background color
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float warp = 0.115; // simulate curvature of CRT monitor
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float scan = 0.2; // simulate darkness between scanlines
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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// squared distance from center
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vec2 uv = fragCoord / iResolution.xy;
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vec2 dc = abs(0.5 - uv);
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dc *= dc;
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// warp the fragment coordinates
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uv.x -= 0.5; uv.x *= 1.0 + (dc.y * (0.3 * warp)); uv.x += 0.5;
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uv.y -= 0.5; uv.y *= 1.0 + (dc.x * (0.4 * warp)); uv.y += 0.5;
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// determine if we are drawing in a scanline
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float apply = abs(sin(fragCoord.y) * 0.25 * scan);
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// sample the texture
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vec3 color = texture(iChannel0, uv).rgb;
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// mix the sampled color with the scanline intensity
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fragColor = vec4(mix(color, vec3(0.0), apply), 1.0);
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}
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52
ghostty/shaders/bloom.glsl
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52
ghostty/shaders/bloom.glsl
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// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f
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// credits: https://github.com/qwerasd205
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// Golden spiral samples, [x, y, weight] weight is inverse of distance.
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const vec3[24] samples = {
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vec3(0.1693761725038636, 0.9855514761735895, 1),
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vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475),
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vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258),
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vec3(1.554155680728463, -1.2588090085709776, 0.5),
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vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579),
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vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631),
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vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272),
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vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373),
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vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333),
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vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794),
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vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363),
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vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129),
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vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146),
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vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244),
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vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611),
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vec3(-3.6548858794907493, -1.6253643308191343, 0.25),
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vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297),
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vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587),
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vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174),
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vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896),
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vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924),
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vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041),
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vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477),
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vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154)
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};
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float lum(vec4 c) {
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return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 color = texture(iChannel0, uv);
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vec2 step = vec2(1.414) / iResolution.xy;
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for (int i = 0; i < 24; i++) {
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vec3 s = samples[i];
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vec4 c = texture(iChannel0, uv + s.xy * step);
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float l = lum(c);
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if (l > 0.2) {
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color += l * s.z * c * 0.0075;
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}
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}
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fragColor = color;
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}
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54
ghostty/shaders/cursor_blaze_no_trail.glsl
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54
ghostty/shaders/cursor_blaze_no_trail.glsl
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float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b)
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{
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vec2 d = abs(p - xy) - b;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
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}
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vec2 normalize(vec2 value, float isPosition) {
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return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
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}
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float antialising(float distance) {
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return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
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}
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vec2 getRectangleCenter(vec4 rectangle) {
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return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
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}
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float ease(float x) {
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return pow(1.0 - x, 3.0);
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}
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const vec4 TRAIL_COLOR = vec4(0.7, 0.495, 0.111, 0.9);
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const vec4 TRAIL_COLOR_ACCENT = vec4(0.8, 0., 0., 1.0);
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const float DURATION = 0.1; //IN SECONDS
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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#if !defined(WEB)
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fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
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#endif
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// Normalization for fragCoord to a space of -1 to 1;
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vec2 vu = normalize(fragCoord, 1.);
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vec2 offsetFactor = vec2(-.5, 0.5);
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// Normalization for cursor position and size;
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// cursor xy has the postion in a space of -1 to 1;
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// zw has the width and theight
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vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
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vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
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vec2 centerCC = getRectangleCenter(currentCursor);
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vec2 centerCP = getRectangleCenter(previousCursor);
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float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
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float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
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float easedProgress = ease(progress);
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float lineLength = distance(centerCC, centerCP);
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//cursorblaze
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vec4 trail = mix(TRAIL_COLOR_ACCENT, fragColor, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
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trail = mix(TRAIL_COLOR, trail, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
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fragColor = mix(trail, fragColor, 1. - smoothstep(0., sdfCurrentCursor, easedProgress * lineLength));
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}
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120
ghostty/shaders/cursor_smear.glsl
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ghostty/shaders/cursor_smear.glsl
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float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b)
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{
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vec2 d = abs(p - xy) - b;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
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}
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// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
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// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
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float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
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vec2 e = b - a;
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vec2 w = p - a;
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vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
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float segd = dot(p - proj, p - proj);
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d = min(d, segd);
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float c0 = step(0.0, p.y - a.y);
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float c1 = 1.0 - step(0.0, p.y - b.y);
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float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
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float allCond = c0 * c1 * c2;
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float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
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float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
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s *= flip;
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return d;
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}
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float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) {
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float s = 1.0;
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float d = dot(p - v0, p - v0);
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d = seg(p, v0, v3, s, d);
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d = seg(p, v1, v0, s, d);
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d = seg(p, v2, v1, s, d);
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d = seg(p, v3, v2, s, d);
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return s * sqrt(d);
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}
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vec2 normalize(vec2 value, float isPosition) {
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return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
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}
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float antialising(float distance) {
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return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
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}
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float determineStartVertexFactor(vec2 a, vec2 b) {
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// Conditions using step
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float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y
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float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y
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// If neither condition is met, return 1 (else case)
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return 1.0 - max(condition1, condition2);
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}
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vec2 getRectangleCenter(vec4 rectangle) {
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return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
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}
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float ease(float x) {
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return pow(1.0 - x, 3.0);
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}
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vec4 saturate(vec4 color, float factor) {
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float gray = dot(color, vec4(0.299, 0.587, 0.114, 0.)); // luminance
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return mix(vec4(gray), color, factor);
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}
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vec4 TRAIL_COLOR = vec4(0.361, 0.812, 0.902, 1.0);
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const float OPACITY = 0.6;
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const float DURATION = 0.1; //IN SECONDS
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const float MAX_TRAIL_LENGTH = 0.4;
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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#if !defined(WEB)
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fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
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#endif
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// Normalization for fragCoord to a space of -1 to 1;
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vec2 vu = normalize(fragCoord, 1.);
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vec2 offsetFactor = vec2(-.5, 0.5);
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// Normalization for cursor position and size;
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// cursor xy has the postion in a space of -1 to 1;
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// zw has the width and height
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vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
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vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
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// When drawing a parellelogram between cursors for the trail i need to determine where to start at the top-left or top-right vertex of the cursor
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float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy);
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float invertedVertexFactor = 1.0 - vertexFactor;
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// Set every vertex of my parellogram
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vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w);
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vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y);
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vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y);
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vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w);
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float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
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float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3);
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float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
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float easedProgress = ease(progress);
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// Distance between cursors determine the total length of the parallelogram;
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vec2 centerCC = getRectangleCenter(currentCursor);
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vec2 centerCP = getRectangleCenter(previousCursor);
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float lineLength = distance(centerCC, centerCP);
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float cappedlinelength = min(lineLength, MAX_TRAIL_LENGTH);
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vec4 newColor = vec4(fragColor);
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vec4 trail = TRAIL_COLOR;
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trail = saturate(trail, 2.5);
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// Draw trail
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newColor = mix(newColor, trail, antialising(sdfTrail));
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// Draw current cursor
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newColor = mix(newColor, trail, antialising(sdfCurrentCursor));
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newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
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// newColor = mix(fragColor, newColor, OPACITY);
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fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * cappedlinelength));
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}
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