Repository: sahaj-b/ghostty-cursor-shaders
Branch: main
Commit: 4faa83e4b930
Files: 9
Total size: 52.4 KB
Directory structure:
gitextract_7ry6z7i4/
├── .gitignore
├── README.md
├── cursor_sweep.glsl
├── cursor_tail.glsl
├── cursor_warp.glsl
├── rectangle_boom_cursor.glsl
├── ripple_cursor.glsl
├── ripple_rectangle_cursor.glsl
└── sonic_boom_cursor.glsl
================================================
FILE CONTENTS
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FILE: .gitignore
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gifs
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FILE: README.md
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# Cursor shaders for ghostty
## WARNING: These are extremely customizable
## Demos
| Effect | Demo |
| -------- | ------ |
| Cursor Warp
(Neovide-like) |  |
| Cursor Sweep |  |
| Cursor Tail
(Kitty-like) |  |
| Ripple Cursor |  |
| Sonic Boom |  |
| Ripple Rectangle |  |
| Customized
(faded warp + ripple) |  |
## Trails
- [cursor_warp.glsl](cursor_warp.glsl): Neovide-like cursor trail, most customizable shader
- [cursor_sweep.glsl](cursor_sweep.glsl): Animated trail that shrinks from previous to current cursor position
- [cursor_tail.glsl](cursor_tail.glsl): Comet-like trail, mimicing kitty terminal's cursor_trail effect
## Pulse/Boom effects
- These trigger on cursor mode changes (block to line or vice versa, looks cool on changing modes in vim)
- [sonic_boom_cursor.glsl](sonic_boom_cursor.glsl): expanding filled circle
- [ripple_cursor.glsl](ripple_cursor.glsl): Expanding circular ring ripple effect
- [rectangle_boom_cursor.glsl](rectangle_boom_cursor.glsl): Same as boom_cursor but rectangular(cursor shape)
- [ripple_rectangle_cursor.glsl](ripple_rectangle_cursor.glsl): Same as ripple_cursor but rectangular(cursor shape)
> [!NOTE]
> If you have the line cursor (default), these effects will trigger and freeze on unfocus(as cursor changes to hollow block). The solution is to add `custom-shader-animation = always` to your ghostty config
## Usage
1. Clone the repo into your ghostty shaders directory:
```bash
git clone https://github.com/sahaj-b/ghostty-cursor-shaders ~/.config/ghostty/shaders
```
2. In your `~/.config/ghostty/config`, add:
```config
custom-shader = shaders/yourshader1.glsl
custom-shader = shaders/yourshader2.glsl
# ...
```
Replace `yourshader` with the name of any shader file (e.g., `cursor_sweep`, `ripple_cursor`, etc.)
## Customization
- All shaders has customizable parameters (like color, duration, size, thickness, etc) etc at the top of each file. You can adjust
- Also, all files has various **Easing Functions** to choose from.
- these function control the animation curve of the effects, you can make them elasitcy, springy, smooth, linear, etc by changing the easing function
- in trail shaders, you can comment/uncomment the easing functions in the code
- in pulse/boom shaders, you can comment/uncomment the lines in the `ANIMATION` section
- you can also add your own easing functions if you want
### Example (faded warp + ripple)
```glsl
// in cursor_warp.glsl
const float DURATION = 0.15;
const float TRAIL_SIZE = 0.8;
const float THRESHOLD_MIN_DISTANCE = 1.0;
const float BLUR = 1.0;
const float TRAIL_THICKNESS = 1.0;
const float TRAIL_THICKNESS_X = 0.9;
const float FADE_ENABLED = 1.0;
const float FADE_EXPONENT = 5.0;
```
```glsl
// in ripple_cursor.glsl
const float DURATION = 0.15;
const float MAX_RADIUS = 0.026;
const float RING_THICKNESS = 0.02;
const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5;
vec4 COLOR = vec4(0.35, 0.36, 0.44, 0.8);
const float BLUR = 3.5;
const float ANIMATION_START_OFFSET = 0.01;
```
## Acknowledgements
Inspired by [Neovide](https://neovide.dev/) cursor animations and [KroneCorylus/ghostty-shader-playground](https://github.com/KroneCorylus/ghostty-shader-playground)
## License
MIT
## Why use branching(if/else) instead of branchless math
- coz we are dealing with **uniform branching** here, which has **NO DIVERGENCE**.
- ie, all fragments will take the same branch path, so no performance penalty on modern GPUs
- Branchless math would force GPU to calculate animations every single frame, even when there is no need
================================================
FILE: cursor_sweep.glsl
================================================
// -- CONFIGURATION ---
vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5);
const float DURATION = 0.2; // in seconds
const float TRAIL_LENGTH = 0.5;
const float BLUR = 2.0; // blur size in pixels (for antialiasing)
// --- CONSTANTS for easing functions ---
const float PI = 3.14159265359;
const float C1_BACK = 1.70158;
const float C2_BACK = C1_BACK * 1.525;
const float C3_BACK = C1_BACK + 1.0;
const float C4_ELASTIC = (2.0 * PI) / 3.0;
const float C5_ELASTIC = (2.0 * PI) / 4.5;
const float SPRING_STIFFNESS = 9.0;
const float SPRING_DAMPING = 0.9;
// --- EASING FUNCTIONS ---
// // Linear
// float ease(float x) {
// return x;
// }
// // EaseOutQuad
// float ease(float x) {
// return 1.0 - (1.0 - x) * (1.0 - x);
// }
// EaseOutCubic
float ease(float x) {
return 1.0 - pow(1.0 - x, 3.0);
}
// // EaseOutQuart
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 4.0);
// }
// // EaseOutQuint
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 5.0);
// }
// EaseOutSine
// float ease(float x) {
// return sin((x * PI) / 2.0);
// }
// // EaseOutExpo
// float ease(float x) {
// return x == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * x);
// }
// // EaseOutCirc
// float ease(float x) {
// return sqrt(1.0 - pow(x - 1.0, 2.0));
// }
// // EaseOutBack
// float ease(float x) {
// return 1.0 + C3_BACK * pow(x - 1.0, 3.0) + C1_BACK * pow(x - 1.0, 2.0);
// }
// // EaseOutElastic
// float ease(float x) {
// return x == 0.0 ? 0.0
// : x == 1.0 ? 1.0
// : pow(2.0, -10.0 * x) * sin((x * 10.0 - 0.75) * C4_ELASTIC) + 1.0;
// }
// Parametric Spring
// float ease(float x) {
// x = clamp(x, 0.0, 1.0);
// float decay = exp(-SPRING_DAMPING * SPRING_STIFFNESS * x);
// float freq = sqrt(SPRING_STIFFNESS * (1.0 - SPRING_DAMPING * SPRING_DAMPING));
// float osc = cos(freq * 6.283185 * x) + (SPRING_DAMPING * sqrt(SPRING_STIFFNESS) / freq) * sin(freq * 6.283185 * x);
// return 1.0 - decay * osc;
// }
float getSdfRectangle(in vec2 point, in vec2 center, in vec2 halfSize)
{
vec2 d = abs(point - center) - halfSize;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
vec2 e = b - a;
vec2 w = p - a;
vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
float segd = dot(p - proj, p - proj);
d = min(d, segd);
float c0 = step(0.0, p.y - a.y);
float c1 = 1.0 - step(0.0, p.y - b.y);
float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
float allCond = c0 * c1 * c2;
float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
s *= flip;
return d;
}
float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) {
float s = 1.0;
float d = dot(p - v0, p - v0);
d = seg(p, v0, v3, s, d);
d = seg(p, v1, v0, s, d);
d = seg(p, v2, v1, s, d);
d = seg(p, v3, v2, s, d);
return s * sqrt(d);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
float antialising(float distance) {
return 1. - smoothstep(0., normalize(vec2(BLUR, BLUR), 0.).x, distance);
}
float getTopVertexFlag(vec2 a, vec2 b) {
float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y
float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y
// if neither condition is met, return 1 (else case)
return 1.0 - max(condition1, condition2);
}
vec2 getRectangleCenter(vec4 rectangle) {
return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// normalization & setup(-1, 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor);
float sdfCurrentCursor = getSdfRectangle(vu, centerCC, currentCursor.zw * 0.5);
float lineLength = distance(centerCC, centerCP);
vec4 newColor = vec4(fragColor);
float minDist = currentCursor.w * 1.5;
float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
if (lineLength > minDist) {
// --- Animation Logic ---
float shrinkFactor = ease(progress);
// detect straight moves
vec2 delta = abs(centerCC - centerCP);
float threshold = 0.001;
float isHorizontal = step(delta.y, threshold);
float isVertical = step(delta.x, threshold);
float isStraightMove = max(isHorizontal, isVertical);
// -- Making parallelogram sdf (diagonal moves) ---
float topVertexFlag = getTopVertexFlag(currentCursor.xy, previousCursor.xy);
float bottomVertexFlag = 1.0 - topVertexFlag;
vec2 v0 = vec2(currentCursor.x + currentCursor.z * topVertexFlag, currentCursor.y - currentCursor.w);
vec2 v1 = vec2(currentCursor.x + currentCursor.z * bottomVertexFlag, currentCursor.y);
vec2 v2_full = vec2(previousCursor.x + currentCursor.z * bottomVertexFlag, previousCursor.y);
vec2 v3_full = vec2(previousCursor.x + currentCursor.z * topVertexFlag, previousCursor.y - previousCursor.w);
vec2 v2_start = mix(v1, v2_full, TRAIL_LENGTH);
vec2 v3_start = mix(v0, v3_full, TRAIL_LENGTH);
vec2 v2_anim = mix(v2_start, v1, shrinkFactor);
vec2 v3_anim = mix(v3_start, v0, shrinkFactor);
float sdfTrail_diag = getSdfParallelogram(vu, v0, v1, v2_anim, v3_anim);
// --- Making rectangle sdf (straight moves) ---
vec2 min_center = min(centerCP, centerCC);
vec2 max_center = max(centerCP, centerCC);
vec2 bBoxSize_full = (max_center - min_center) + currentCursor.zw;
vec2 bBoxCenter_full = (min_center + max_center) * 0.5;
vec2 bBoxSize_start = mix(currentCursor.zw, bBoxSize_full, TRAIL_LENGTH);
vec2 bBoxCenter_start = mix(centerCC, bBoxCenter_full, TRAIL_LENGTH);
vec2 animSize = mix(bBoxSize_start, currentCursor.zw, shrinkFactor);
vec2 animCenter = mix(bBoxCenter_start, centerCC, shrinkFactor);
float sdfTrail_rect = getSdfRectangle(vu, animCenter, animSize * 0.5);
// -- Selecting and drawing the trail sdf --
float sdfTrail = mix(sdfTrail_diag, sdfTrail_rect, isStraightMove);
vec4 trail = TRAIL_COLOR;
float trailAlpha = antialising(sdfTrail);
newColor = mix(newColor, trail, trailAlpha);
// Punch hole
newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
}
fragColor = newColor;
}
================================================
FILE: cursor_tail.glsl
================================================
// -- CONFIGURATION --
vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5);
const float DURATION = 0.09; // in seconds
const float MAX_TRAIL_LENGTH = 0.2;
const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor width)
const float BLUR = 2.0; // blur size in pixels (for antialiasing)
// --- CONSTANTS for easing functions ---
const float PI = 3.14159265359;
const float C1_BACK = 1.70158;
const float C2_BACK = C1_BACK * 1.525;
const float C3_BACK = C1_BACK + 1.0;
const float C4_ELASTIC = (2.0 * PI) / 3.0;
const float C5_ELASTIC = (2.0 * PI) / 4.5;
const float SPRING_STIFFNESS = 9.0;
const float SPRING_DAMPING = 0.9;
// --- EASING FUNCTIONS ---
// // Linear
// float ease(float x) {
// return x;
// }
// // EaseOutQuad
// float ease(float x) {
// return 1.0 - (1.0 - x) * (1.0 - x);
// }
// // EaseOutCubic
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 3.0);
// }
// // EaseOutQuart
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 4.0);
// }
// // EaseOutQuint
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 5.0);
// }
// // EaseOutSine
// float ease(float x) {
// return sin((x * PI) / 2.0);
// }
// // EaseOutExpo
// float ease(float x) {
// return x == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * x);
// }
// EaseOutCirc
float ease(float x) {
return sqrt(1.0 - pow(x - 1.0, 2.0));
}
// // EaseOutBack
// float ease(float x) {
// return 1.0 + C3_BACK * pow(x - 1.0, 3.0) + C1_BACK * pow(x - 1.0, 2.0);
// }
// // EaseOutElastic
// float ease(float x) {
// return x == 0.0 ? 0.0
// : x == 1.0 ? 1.0
// : pow(2.0, -10.0 * x) * sin((x * 10.0 - 0.75) * C4_ELASTIC) + 1.0;
// }
// Parametric Spring
// float ease(float x) {
// x = clamp(x, 0.0, 1.0);
// float decay = exp(-SPRING_DAMPING * SPRING_STIFFNESS * x);
// float freq = sqrt(SPRING_STIFFNESS * (1.0 - SPRING_DAMPING * SPRING_DAMPING));
// float osc = cos(freq * 6.283185 * x) + (SPRING_DAMPING * sqrt(SPRING_STIFFNESS) / freq) * sin(freq * 6.283185 * x);
// return 1.0 - decay * osc;
// }
float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b)
{
vec2 d = abs(p - xy) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
vec2 e = b - a;
vec2 w = p - a;
vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
float segd = dot(p - proj, p - proj);
d = min(d, segd);
float c0 = step(0.0, p.y - a.y);
float c1 = 1.0 - step(0.0, p.y - b.y);
float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
float allCond = c0 * c1 * c2;
float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
s *= flip;
return d;
}
float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) {
float s = 1.0;
float d = dot(p - v0, p - v0);
d = seg(p, v0, v3, s, d);
d = seg(p, v1, v0, s, d);
d = seg(p, v2, v1, s, d);
d = seg(p, v3, v2, s, d);
return s * sqrt(d);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
float antialising(float distance) {
return 1. - smoothstep(0., normalize(vec2(BLUR, BLUR), 0.).x, distance);
}
float determineIfTopRightIsLeading(vec2 a, vec2 b) {
float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y
float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y
// if neither condition is met, return 1 (else case)
return 1.0 - max(condition1, condition2);
}
vec2 getRectangleCenter(vec4 rectangle) {
return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// normalization & setup(-1, 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor);
vec2 delta = centerCP - centerCC;
float lineLength = length(delta);
float sdfCurrentCursor = getSdfRectangle(vu, centerCC, currentCursor.zw * 0.5);
vec4 newColor = vec4(fragColor);
float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE;
float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
if (lineLength > minDist) {
// ANIMATION logic
float head_eased = 0.0;
float tail_eased = 0.0;
float tail_delay_factor = MAX_TRAIL_LENGTH / lineLength;
float isLongMove = step(MAX_TRAIL_LENGTH, lineLength);
float head_eased_short = ease(progress);
float tail_eased_short = ease(smoothstep(tail_delay_factor, 1.0, progress));
float head_eased_long = 1.0;
float tail_eased_long = ease(progress);
head_eased = mix(head_eased_long, head_eased_short, isLongMove);
tail_eased = mix(tail_eased_long, tail_eased_short, isLongMove);
// detect straight moves
vec2 delta_abs = abs(centerCC - centerCP);
float threshold = 0.001;
float isHorizontal = step(delta_abs.y, threshold);
float isVertical = step(delta_abs.x, threshold);
float isStraightMove = max(isHorizontal, isVertical);
// -- Making the parallelogram sdf (diagonal move) --
// animate the TOP-LEFT corners
vec2 head_pos_tl = mix(previousCursor.xy, currentCursor.xy, head_eased);
vec2 tail_pos_tl = mix(previousCursor.xy, currentCursor.xy, tail_eased);
float isTopRightLeading = determineIfTopRightIsLeading(currentCursor.xy, previousCursor.xy);
float isBottomLeftLeading = 1.0 - isTopRightLeading;
// v0, v1 : "front" of the trail (head)
vec2 v0 = vec2(head_pos_tl.x + currentCursor.z * isTopRightLeading, head_pos_tl.y - currentCursor.w);
vec2 v1 = vec2(head_pos_tl.x + currentCursor.z * isBottomLeftLeading, head_pos_tl.y);
// v2, v3: "back" of the trail (tail)
vec2 v2 = vec2(tail_pos_tl.x + currentCursor.z * isBottomLeftLeading, tail_pos_tl.y);
vec2 v3 = vec2(tail_pos_tl.x + currentCursor.z * isTopRightLeading, tail_pos_tl.y - previousCursor.w);
float sdfTrail_diag = getSdfParallelogram(vu, v0, v1, v2, v3);
// -- Making the rectangle sdf (straight move) --
vec2 head_center = mix(centerCP, centerCC, head_eased);
vec2 tail_center = mix(centerCP, centerCC, tail_eased);
vec2 min_center = min(head_center, tail_center);
vec2 max_center = max(head_center, tail_center);
vec2 box_size = (max_center - min_center) + currentCursor.zw;
vec2 box_center = (min_center + max_center) * 0.5;
float sdfTrail_rect = getSdfRectangle(vu, box_center, box_size * 0.5);
// -- FINAL SELECTING AND DRAWING --
float sdfTrail = mix(sdfTrail_diag, sdfTrail_rect, isStraightMove);
vec4 trail = TRAIL_COLOR;
float trailAlpha = antialising(sdfTrail);
newColor = mix(newColor, trail, trailAlpha);
// punch hole
newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
}
fragColor = newColor;
}
================================================
FILE: cursor_warp.glsl
================================================
// --- CONFIGURATION ---
vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5);
const float DURATION = 0.2; // total animation time
const float TRAIL_SIZE = 0.8; // 0.0 = all corners move together. 1.0 = max smear (leading corners jump instantly)
const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor height)
const float BLUR = 1.0; // blur size in pixels (for antialiasing)
const float TRAIL_THICKNESS = 1.0; // 1.0 = full cursor height, 0.0 = zero height, >1.0 = funky aah
const float TRAIL_THICKNESS_X = 0.9;
const float FADE_ENABLED = 0.0; // 1.0 to enable fade gradient along the trail, 0.0 to disable
const float FADE_EXPONENT = 5.0; // exponent for fade gradient along the trail
// --- CONSTANTS for easing functions ---
const float PI = 3.14159265359;
const float C1_BACK = 1.70158;
const float C2_BACK = C1_BACK * 1.525;
const float C3_BACK = C1_BACK + 1.0;
const float C4_ELASTIC = (2.0 * PI) / 3.0;
const float C5_ELASTIC = (2.0 * PI) / 4.5;
const float SPRING_STIFFNESS = 9.0;
const float SPRING_DAMPING = 0.9;
// --- EASING FUNCTIONS ---
// // Linear
// float ease(float x) {
// return x;
// }
// // EaseOutQuad
// float ease(float x) {
// return 1.0 - (1.0 - x) * (1.0 - x);
// }
// // EaseOutCubic
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 3.0);
// }
// // EaseOutQuart
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 4.0);
// }
// // EaseOutQuint
// float ease(float x) {
// return 1.0 - pow(1.0 - x, 5.0);
// }
// // EaseOutSine
// float ease(float x) {
// return sin((x * PI) / 2.0);
// }
// // EaseOutExpo
// float ease(float x) {
// return x == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * x);
// }
// EaseOutCirc
float ease(float x) {
return sqrt(1.0 - pow(x - 1.0, 2.0));
}
// // EaseOutBack
// float ease(float x) {
// return 1.0 + C3_BACK * pow(x - 1.0, 3.0) + C1_BACK * pow(x - 1.0, 2.0);
// }
// // EaseOutElastic
// float ease(float x) {
// return x == 0.0 ? 0.0
// : x == 1.0 ? 1.0
// : pow(2.0, -10.0 * x) * sin((x * 10.0 - 0.75) * C4_ELASTIC) + 1.0;
// }
// // Parametric Spring
// float ease(float x) {
// x = clamp(x, 0.0, 1.0);
// float decay = exp(-SPRING_DAMPING * SPRING_STIFFNESS * x);
// float freq = sqrt(SPRING_STIFFNESS * (1.0 - SPRING_DAMPING * SPRING_DAMPING));
// float osc = cos(freq * 6.283185 * x) + (SPRING_DAMPING * sqrt(SPRING_STIFFNESS) / freq) * sin(freq * 6.283185 * x);
// return 1.0 - decay * osc;
// }
float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b)
{
vec2 d = abs(p - xy) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
vec2 e = b - a;
vec2 w = p - a;
vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
float segd = dot(p - proj, p - proj);
d = min(d, segd);
float c0 = step(0.0, p.y - a.y);
float c1 = 1.0 - step(0.0, p.y - b.y);
float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
float allCond = c0 * c1 * c2;
float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
s *= flip;
return d;
}
float getSdfConvexQuad(in vec2 p, in vec2 v1, in vec2 v2, in vec2 v3, in vec2 v4) {
float s = 1.0;
float d = dot(p - v1, p - v1);
d = seg(p, v1, v2, s, d);
d = seg(p, v2, v3, s, d);
d = seg(p, v3, v4, s, d);
d = seg(p, v4, v1, s, d);
return s * sqrt(d);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
float antialising(float distance, float blurAmount) {
return 1. - smoothstep(0., normalize(vec2(blurAmount, blurAmount), 0.).x, distance);
}
// Determines animation duration based on a corner's alignment with the move direction(dot product)
// dot_val will be in [-2, 2]
// > 0.5 (1 or 2) = Leading
// > -0.5 (0) = Side
// <= -0.5 (-1 or -2) = Trailing
float getDurationFromDot(float dot_val, float DURATION_LEAD, float DURATION_SIDE, float DURATION_TRAIL) {
float isLead = step(0.5, dot_val);
float isSide = step(-0.5, dot_val) * (1.0 - isLead);
// Start with trailing duration
float duration = mix(DURATION_TRAIL, DURATION_SIDE, isSide);
// Mix in leading duration
duration = mix(duration, DURATION_LEAD, isLead);
return duration;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// normalization & setup(-1, 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
vec2 halfSizeCC = currentCursor.zw * 0.5;
vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor);
vec2 halfSizeCP = previousCursor.zw * 0.5;
float sdfCurrentCursor = getSdfRectangle(vu, centerCC, halfSizeCC);
float lineLength = distance(centerCC, centerCP);
float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE;
vec4 newColor = vec4(fragColor);
float baseProgress = iTime - iTimeCursorChange;
if (lineLength > minDist && baseProgress < DURATION - 0.001) {
// defining corners of cursors
// Y (Height) with TRAIL_THICKNESS
float cc_half_height = currentCursor.w * 0.5;
float cc_center_y = currentCursor.y - cc_half_height;
float cc_new_half_height = cc_half_height * TRAIL_THICKNESS;
float cc_new_top_y = cc_center_y + cc_new_half_height;
float cc_new_bottom_y = cc_center_y - cc_new_half_height;
// X (Width) with TRAIL_THICKNESS
float cc_half_width = currentCursor.z * 0.5;
float cc_center_x = currentCursor.x + cc_half_width;
float cc_new_half_width = cc_half_width * TRAIL_THICKNESS_X;
float cc_new_left_x = cc_center_x - cc_new_half_width;
float cc_new_right_x = cc_center_x + cc_new_half_width;
vec2 cc_tl = vec2(cc_new_left_x, cc_new_top_y);
vec2 cc_tr = vec2(cc_new_right_x, cc_new_top_y);
vec2 cc_bl = vec2(cc_new_left_x, cc_new_bottom_y);
vec2 cc_br = vec2(cc_new_right_x, cc_new_bottom_y);
// same thing for previous cursor
float cp_half_height = previousCursor.w * 0.5;
float cp_center_y = previousCursor.y - cp_half_height;
float cp_new_half_height = cp_half_height * TRAIL_THICKNESS;
float cp_new_top_y = cp_center_y + cp_new_half_height;
float cp_new_bottom_y = cp_center_y - cp_new_half_height;
float cp_half_width = previousCursor.z * 0.5;
float cp_center_x = previousCursor.x + cp_half_width;
float cp_new_half_width = cp_half_width * TRAIL_THICKNESS_X;
float cp_new_left_x = cp_center_x - cp_new_half_width;
float cp_new_right_x = cp_center_x + cp_new_half_width;
vec2 cp_tl = vec2(cp_new_left_x, cp_new_top_y);
vec2 cp_tr = vec2(cp_new_right_x, cp_new_top_y);
vec2 cp_bl = vec2(cp_new_left_x, cp_new_bottom_y);
vec2 cp_br = vec2(cp_new_right_x, cp_new_bottom_y);
// calculating durations for every corner
const float DURATION_TRAIL = DURATION;
const float DURATION_LEAD = DURATION * (1.0 - TRAIL_SIZE);
const float DURATION_SIDE = (DURATION_LEAD + DURATION_TRAIL) / 2.0;
vec2 moveVec = centerCC - centerCP;
vec2 s = sign(moveVec);
// dot products for each corner, determining alignment with movement direction
float dot_tl = dot(vec2(-1., 1.), s);
float dot_tr = dot(vec2( 1., 1.), s);
float dot_bl = dot(vec2(-1.,-1.), s);
float dot_br = dot(vec2( 1.,-1.), s);
// assign durations based on dot products
float dur_tl = getDurationFromDot(dot_tl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
float dur_tr = getDurationFromDot(dot_tr, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
float dur_bl = getDurationFromDot(dot_bl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
float dur_br = getDurationFromDot(dot_br, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
// check direction of horizontal movement
float isMovingRight = step(0.5, s.x);
float isMovingLeft = step(0.5, -s.x);
// calculate vertical-rail durations
float dot_right_edge = (dot_tr + dot_br) * 0.5;
float dur_right_rail = getDurationFromDot(dot_right_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
float dot_left_edge = (dot_tl + dot_bl) * 0.5;
float dur_left_rail = getDurationFromDot(dot_left_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL);
float final_dur_tl = mix(dur_tl, dur_left_rail, isMovingLeft);
float final_dur_bl = mix(dur_bl, dur_left_rail, isMovingLeft);
float final_dur_tr = mix(dur_tr, dur_right_rail, isMovingRight);
float final_dur_br = mix(dur_br, dur_right_rail, isMovingRight);
// calculate progress for each corner based on the duration and time since cursor change
float prog_tl = ease(clamp(baseProgress / final_dur_tl, 0.0, 1.0));
float prog_tr = ease(clamp(baseProgress / final_dur_tr, 0.0, 1.0));
float prog_bl = ease(clamp(baseProgress / final_dur_bl, 0.0, 1.0));
float prog_br = ease(clamp(baseProgress / final_dur_br, 0.0, 1.0));
// get the trial corner positions based on progress
vec2 v_tl = mix(cp_tl, cc_tl, prog_tl);
vec2 v_tr = mix(cp_tr, cc_tr, prog_tr);
vec2 v_br = mix(cp_br, cc_br, prog_br);
vec2 v_bl = mix(cp_bl, cc_bl, prog_bl);
// DRAWING THE TRAIL
float sdfTrail = getSdfConvexQuad(vu, v_tl, v_tr, v_br, v_bl);
// --- FADE GRADIENT CALCULATION ---
vec2 fragVec = vu - centerCP;
// project fragment onto movement vector, normalize to [0, 1]
// 0.0 at tail, 1.0 at head
// tiny epsilon to avoid division by zero if moveVec is (0,0)
float fadeProgress = clamp(dot(fragVec, moveVec) / (dot(moveVec, moveVec) + 1e-6), 0.0, 1.0);
vec4 trail = TRAIL_COLOR;
float effectiveBlur = BLUR;
if (BLUR < 2.5) {
// no antialising on horizontal/vertical movement, fixes 'pulse' like thing on end cursor
float isDiagonal = abs(s.x) * abs(s.y); // 1.0 if diagonal, 0.0 if H/V
float effectiveBlur = mix(0.0, BLUR, isDiagonal);
}
float shapeAlpha = antialising(sdfTrail, effectiveBlur); // shape mask
if (FADE_ENABLED > 0.5) {
// apply fade gradient along the trail
// float fadeStart = 0.2;
// float easedProgress = smoothstep(fadeStart, 1.0, fadeProgress);
// easedProgress = pow(2.0, 10.0 * (fadeProgress - 1.0));
float easedProgress = pow(fadeProgress, FADE_EXPONENT);
trail.a *= easedProgress;
}
float finalAlpha = trail.a * shapeAlpha;
// newColor.a to preserve the background alpha.
newColor = mix(newColor, vec4(trail.rgb, newColor.a), finalAlpha);
// punch hole on the trail, so current cursor is drawn on top
newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
}
fragColor = newColor;
}
================================================
FILE: rectangle_boom_cursor.glsl
================================================
// CONFIGURATION
const float DURATION = 0.15; // How long the ripple animates (seconds)
const float MAX_SIZE = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height)
const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
const float BLUR = 3.0; // Blur level in pixels
// Easing functions
float easeOutQuad(float t) {
return 1.0 - (1.0 - t) * (1.0 - t);
}
float easeInOutQuad(float t) {
return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
}
float easeOutCubic(float t) {
return 1.0 - pow(1.0 - t, 3.0);
}
float easeOutQuart(float t) {
return 1.0 - pow(1.0 - t, 4.0);
}
float easeOutQuint(float t) {
return 1.0 - pow(1.0 - t, 5.0);
}
float easeOutExpo(float t) {
return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
}
float easeOutCirc(float t) {
return sqrt(1.0 - pow(t - 1.0, 2.0));
}
float easeOutSine(float t) {
return sin((t * 3.1415916) / 2.0);
}
float easeOutElastic(float t) {
const float c4 = (2.0 * 3.1415916) / 3.0;
return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
}
float easeOutBounce(float t) {
const float n1 = 7.5625;
const float d1 = 2.75;
if (t < 1.0 / d1) {
return n1 * t * t;
} else if (t < 2.0 / d1) {
return n1 * (t -= 1.5 / d1) * t + 0.75;
} else if (t < 2.5 / d1) {
return n1 * (t -= 2.25 / d1) * t + 0.9375;
} else {
return n1 * (t -= 2.625 / d1) * t + 0.984375;
}
}
float easeOutBack(float t) {
const float c1 = 1.70158;
const float c3 = c1 + 1.0;
return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
}
// Pulse fade functions
float smoothstepPulse(float t) {
return 4.0 * t * (1.0 - t);
}
float easeOutPulse(float t) {
return t * (2.0 - t);
}
float powerCurvePulse(float t) {
float x = t * 2.0 - 1.0;
return 1.0 - x * x;
}
float doubleSmoothstepPulse(float t) {
return smoothstep(0.0, 0.5, t) * (1.0 - smoothstep(0.5, 1.0, t));
}
float exponentialDecayPulse(float t) {
return exp(-3.0 * t) * sin(t * 3.1415916);
}
float sinPulse(float t) {
return sin(t * 3.1415916);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b){
vec2 d = abs(p - xy) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// Normalization & setup (-1 to 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
// check for significant width change
float widthChange = abs(currentCursor.z - previousCursor.z);
float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
float isModeChange = step(widthThresholdNorm, widthChange);
// ANIMATION
float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
// don't clamp yet; we need to know if it's > 1.0 (finished)
float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
// WHY NOT BRANCHLESS??? here ya go:
// because we NEVER have divergence, even in this if/else branchfull logic
// why? because its UNIFORM branching (ie, all fragments take the same path) which modern GPUs handles efficiently
// its far more efficient than calculating the ripple EVERY FRAME even when not needed(branchless)
if (isModeChange > 0.0 && isAnimating > 0.0) {
// float easedProgress = rippleProgress;
// float easedProgress = easeOutQuad(rippleProgress);
// float easedProgress = easeInOutQuad(rippleProgress);
// float easedProgress = easeOutCubic(rippleProgress);
// float easedProgress = easeOutQuart(rippleProgress);
// float easedProgress = easeOutQuint(rippleProgress);
// float easedProgress = easeOutExpo(rippleProgress);
float easedProgress = easeOutCirc(rippleProgress);
// float easedProgress = easeOutSine(rippleProgress);
// float easedProgress = easeOutBack(rippleProgress);
// easedProgress = clamp(easedProgress, 0.0, 1.0);
// RIPPLE CALCULATION
float rippleExpansion = easedProgress * MAX_SIZE;
// float fade = 1.0; // no fade
// float fade = 1.0 - easedProgress; // linear fade
// float fade = 1.0 - smoothstepPulse(rippleProgress);
float fade = 1.0 - easeOutPulse(rippleProgress);
// float fade = 1.0 - powerCurvePulse(rippleProgress);
// float fade = doubleSmoothstepPulse(rippleProgress);
// float fade = exponentialDecayPulse(rippleProgress);
// float fade = sinPulse(rippleProgress);
vec2 halfSizeCC = vec2(currentCursor.z, currentCursor.w) * 0.5 + vec2(rippleExpansion);
float sdfRectRing = getSdfRectangle(vu, centerCC, halfSizeCC);
// Antialias (1-pixel width in normalized coords)
float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRectRing)) * fade;
// Apply ripple effect
fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
}
// else: do nothing, keep original fragColor
}
================================================
FILE: ripple_cursor.glsl
================================================
// CONFIGURATION
const float DURATION = 0.15; // How long the ripple animates (seconds)
const float MAX_RADIUS = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height)
const float RING_THICKNESS = 0.02; // Ring width in normalized coords
const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
const float BLUR = 3.0; // Blur level in pixels
const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
// Easing functions
float easeOutQuad(float t) {
return 1.0 - (1.0 - t) * (1.0 - t);
}
float easeInOutQuad(float t) {
return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
}
float easeOutCubic(float t) {
return 1.0 - pow(1.0 - t, 3.0);
}
float easeOutQuart(float t) {
return 1.0 - pow(1.0 - t, 4.0);
}
float easeOutQuint(float t) {
return 1.0 - pow(1.0 - t, 5.0);
}
float easeOutExpo(float t) {
return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
}
float easeOutCirc(float t) {
return sqrt(1.0 - pow(t - 1.0, 2.0));
}
float easeOutSine(float t) {
return sin((t * 3.1415916) / 2.0);
}
float easeOutElastic(float t) {
const float c4 = (2.0 * 3.1415916) / 3.0;
return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
}
float easeOutBounce(float t) {
const float n1 = 7.5625;
const float d1 = 2.75;
if (t < 1.0 / d1) {
return n1 * t * t;
} else if (t < 2.0 / d1) {
return n1 * (t -= 1.5 / d1) * t + 0.75;
} else if (t < 2.5 / d1) {
return n1 * (t -= 2.25 / d1) * t + 0.9375;
} else {
return n1 * (t -= 2.625 / d1) * t + 0.984375;
}
}
float easeOutBack(float t) {
const float c1 = 1.70158;
const float c3 = c1 + 1.0;
return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
}
// Pulse fade functions
float easeOutPulse(float t) {
return t * (2.0 - t);
}
float exponentialDecayPulse(float t) {
return exp(-3.0 * t) * sin(t * 3.1415916);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// Normalization & setup (-1 to 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
// check for significant width change
float widthChange = abs(currentCursor.z - previousCursor.z);
float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
float isModeChange = step(widthThresholdNorm, widthChange);
// ANIMATION
float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
// don't clamp yet; we need to know if it's > 1.0 (finished)
float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
if (isModeChange > 0.0 && isAnimating > 0.0) {
// Apply easing to progress
// float easedProgress = rippleProgress;
// float easedProgress = easeOutQuad(rippleProgress);
// float easedProgress = easeInOutQuad(rippleProgress);
// float easedProgress = easeOutCubic(rippleProgress);
// float easedProgress = easeOutQuart(rippleProgress);
// float easedProgress = easeOutQuint(rippleProgress);
// float easedProgress = easeOutExpo(rippleProgress);
float easedProgress = easeOutCirc(rippleProgress);
// float easedProgress = easeOutSine(rippleProgress);
// float easedProgress = easeOutBack(rippleProgress);
// RIPPLE CALCULATION
float rippleRadius = easedProgress * MAX_RADIUS;
// float fade = 1.0; // no fade
// float fade = 1.0 - easedProgress; // linear fade
float fade = 1.0 - easeOutPulse(rippleProgress);
// float fade = 1.0 - exponentialDecayPulse(rippleProgress);
// Calculate distance from frag to cursor center
float dist = distance(vu, centerCC);
float sdfRing = abs(dist - rippleRadius) - RING_THICKNESS * 0.5;
// Antialias (1-pixel width in normalized coords)
float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRing)) * fade;
// Apply ripple effect
fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
}
// else: do nothing, keep original fragColor
}
================================================
FILE: ripple_rectangle_cursor.glsl
================================================
// CONFIGURATION
const float DURATION = 0.15; // How long the ripple animates (seconds)
const float MAX_SIZE = 0.05; // Max radius in normalized coords (0.5 = 1/4 screen height)
const float RING_THICKNESS = 0.02; // Ring width in normalized coords
const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
const float BLUR = 1.0; // Blur level in pixels
const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
// Easing functions
float easeOutQuad(float t) {
return 1.0 - (1.0 - t) * (1.0 - t);
}
float easeInOutQuad(float t) {
return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
}
float easeOutCubic(float t) {
return 1.0 - pow(1.0 - t, 3.0);
}
float easeOutQuart(float t) {
return 1.0 - pow(1.0 - t, 4.0);
}
float easeOutQuint(float t) {
return 1.0 - pow(1.0 - t, 5.0);
}
float easeOutExpo(float t) {
return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
}
float easeOutCirc(float t) {
return sqrt(1.0 - pow(t - 1.0, 2.0));
}
float easeOutSine(float t) {
return sin((t * 3.1415916) / 2.0);
}
float easeOutElastic(float t) {
const float c4 = (2.0 * 3.1415916) / 3.0;
return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
}
float easeOutBounce(float t) {
const float n1 = 7.5625;
const float d1 = 2.75;
if (t < 1.0 / d1) {
return n1 * t * t;
} else if (t < 2.0 / d1) {
return n1 * (t -= 1.5 / d1) * t + 0.75;
} else if (t < 2.5 / d1) {
return n1 * (t -= 2.25 / d1) * t + 0.9375;
} else {
return n1 * (t -= 2.625 / d1) * t + 0.984375;
}
}
float easeOutBack(float t) {
const float c1 = 1.70158;
const float c3 = c1 + 1.0;
return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
}
// Pulse fade functions
float easeOutPulse(float t) {
return t * (2.0 - t);
}
float exponentialDecayPulse(float t) {
return exp(-3.0 * t) * sin(t * 3.1415916);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b){
vec2 d = abs(p - xy) - b;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// Normalization & setup (-1 to 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
// check for significant width change
float widthChange = abs(currentCursor.z - previousCursor.z);
float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
float isModeChange = step(widthThresholdNorm, widthChange);
// ANIMATION
float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
// don't clamp yet; we need to know if it's > 1.0 (finished)
float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
if (isModeChange > 0.0 && isAnimating > 0.0) {
// Apply easing to progress
// float easedProgress = rippleProgress;
// float easedProgress = easeOutQuad(rippleProgress);
// float easedProgress = easeInOutQuad(rippleProgress);
// float easedProgress = easeOutCubic(rippleProgress);
// float easedProgress = easeOutQuart(rippleProgress);
// float easedProgress = easeOutQuint(rippleProgress);
// float easedProgress = easeOutExpo(rippleProgress);
float easedProgress = easeOutCirc(rippleProgress);
// float easedProgress = easeOutSine(rippleProgress);
// float easedProgress = easeOutBack(rippleProgress);
// RIPPLE CALCULATION
float rippleExpansion = easedProgress * MAX_SIZE;
// float fade = 1.0; // no fade
// float fade = 1.0 - easedProgress; // linear fade
float fade = 1.0 - easeOutPulse(rippleProgress);
// float fade = 1.0 - exponentialDecayPulse(rippleProgress);
// Calculate distance from frag to cursor center
// float dist = distance(vu, centerCC);
// float sdfRing = abs(dist - rippleExpansion) - RING_THICKNESS * 0.5;
vec2 halfSizeCC = vec2(currentCursor.z, currentCursor.w) * 0.5 + vec2(rippleExpansion);
float sdfRectRing = abs(getSdfRectangle(vu, centerCC, halfSizeCC)) - RING_THICKNESS * 0.5;
// Antialias (1-pixel width in normalized coords)
float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfRectRing)) * fade;
// Apply ripple effect
fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
}
// else: do nothing, keep original fragColor
}
================================================
FILE: sonic_boom_cursor.glsl
================================================
// CONFIGURATION
const float DURATION = 0.15; // How long the ripple animates (seconds)
const float MAX_RADIUS = 0.06; // Max radius in normalized coords (0.5 = 1/4 screen height)
const float ANIMATION_START_OFFSET = 0.0; // Start the ripple slightly progressed (0.0 - 1.0)
vec4 COLOR = vec4(0.35, 0.36, 0.44, 1.0); // change to iCurrentCursorColor for your cursor's color
const float CURSOR_WIDTH_CHANGE_THRESHOLD = 0.5; // Triggers ripple if cursor width changes by this fraction
const float BLUR = 3.0; // Blur level in pixels
// Easing functions
float easeOutQuad(float t) {
return 1.0 - (1.0 - t) * (1.0 - t);
}
float easeInOutQuad(float t) {
return t < 0.5 ? 2.0 * t * t : 1.0 - pow(-2.0 * t + 2.0, 2.0) / 2.0;
}
float easeOutCubic(float t) {
return 1.0 - pow(1.0 - t, 3.0);
}
float easeOutQuart(float t) {
return 1.0 - pow(1.0 - t, 4.0);
}
float easeOutQuint(float t) {
return 1.0 - pow(1.0 - t, 5.0);
}
float easeOutExpo(float t) {
return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
}
float easeOutCirc(float t) {
return sqrt(1.0 - pow(t - 1.0, 2.0));
}
float easeOutSine(float t) {
return sin((t * 3.1415916) / 2.0);
}
float easeOutElastic(float t) {
const float c4 = (2.0 * 3.1415916) / 3.0;
return t == 0.0 ? 0.0 : t == 1.0 ? 1.0 : pow(2.0, -10.0 * t) * sin((t * 10.0 - 0.75) * c4) + 1.0;
}
float easeOutBounce(float t) {
const float n1 = 7.5625;
const float d1 = 2.75;
if (t < 1.0 / d1) {
return n1 * t * t;
} else if (t < 2.0 / d1) {
return n1 * (t -= 1.5 / d1) * t + 0.75;
} else if (t < 2.5 / d1) {
return n1 * (t -= 2.25 / d1) * t + 0.9375;
} else {
return n1 * (t -= 2.625 / d1) * t + 0.984375;
}
}
float easeOutBack(float t) {
const float c1 = 1.70158;
const float c3 = c1 + 1.0;
return 1.0 + c3 * pow(t - 1.0, 3.0) + c1 * pow(t - 1.0, 2.0);
}
// Pulse fade functions
float smoothstepPulse(float t) {
return 4.0 * t * (1.0 - t);
}
float easeOutPulse(float t) {
return t * (2.0 - t);
}
float powerCurvePulse(float t) {
float x = t * 2.0 - 1.0;
return 1.0 - x * x;
}
float doubleSmoothstepPulse(float t) {
return smoothstep(0.0, 0.5, t) * (1.0 - smoothstep(0.5, 1.0, t));
}
float exponentialDecayPulse(float t) {
return exp(-3.0 * t) * sin(t * 3.1415916);
}
float sinPulse(float t) {
return sin(t * 3.1415916);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// Normalization & setup (-1 to 1 coords)
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor);
float cellWidth = max(currentCursor.z, previousCursor.z); // width of the 'block' cursor
// check for significant width change
float widthChange = abs(currentCursor.z - previousCursor.z);
float widthThresholdNorm = cellWidth * CURSOR_WIDTH_CHANGE_THRESHOLD;
float isModeChange = step(widthThresholdNorm, widthChange);
// ANIMATION
float rippleProgress = (iTime - iTimeCursorChange) / DURATION + ANIMATION_START_OFFSET;
// don't clamp yet; we need to know if it's > 1.0 (finished)
float isAnimating = 1.0 - step(1.0, rippleProgress); // progress < 1.0 ? 1.0: 0.0
if (isModeChange > 0.0 && isAnimating > 0.0) {
// float easedProgress = rippleProgress;
// float easedProgress = easeOutQuad(rippleProgress);
// float easedProgress = easeInOutQuad(rippleProgress);
// float easedProgress = easeOutCubic(rippleProgress);
// float easedProgress = easeOutQuart(rippleProgress);
// float easedProgress = easeOutQuint(rippleProgress);
// float easedProgress = easeOutExpo(rippleProgress);
float easedProgress = easeOutCirc(rippleProgress);
// float easedProgress = easeOutSine(rippleProgress);
// float easedProgress = easeOutBack(rippleProgress);
// easedProgress = clamp(easedProgress, 0.0, 1.0);
// RIPPLE CALCULATION
float rippleRadius = easedProgress * MAX_RADIUS;
// float fade = 1.0; // no fade
// float fade = 1.0 - easedProgress; // linear fade
// float fade = 1.0 - smoothstepPulse(rippleProgress);
float fade = 1.0 - easeOutPulse(rippleProgress);
// float fade = 1.0 - powerCurvePulse(rippleProgress);
// float fade = doubleSmoothstepPulse(rippleProgress);
// float fade = exponentialDecayPulse(rippleProgress);
// float fade = sinPulse(rippleProgress);
// Calculate distance from frag to cursor center
float dist = distance(vu, centerCC);
float sdfCircle = dist - rippleRadius;
// Antialias (1-pixel width in normalized coords)
float antiAliasSize = normalize(vec2(BLUR, BLUR), 0.0).x;
float ripple = (1.0 - smoothstep(-antiAliasSize, antiAliasSize, sdfCircle)) * fade;
// Apply ripple effect
fragColor = mix(fragColor, COLOR, ripple * COLOR.a);
}
}