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 ================================================ ================================================ FILE: .gitignore ================================================ gifs ================================================ FILE: README.md ================================================ # Cursor shaders for ghostty ## WARNING: These are extremely customizable ## Demos | Effect | Demo | | -------- | ------ | | Cursor Warp
(Neovide-like) | ![cursor_warp](https://github.com/user-attachments/assets/5323330c-e09d-4d80-963b-f0cb8413cac9) | | Cursor Sweep | ![cursor_sweep](https://github.com/user-attachments/assets/c8979569-e0fa-48f1-afd7-9eed36df7f0a) | | Cursor Tail
(Kitty-like) | ![cursor_tail](https://github.com/user-attachments/assets/0c1ecd67-8ff4-4198-9e89-a4435289bfa0) | | Ripple Cursor | ![ripple_cursor](https://github.com/user-attachments/assets/e489f74e-620a-490a-b5c5-d3918a5077c1) | | Sonic Boom | ![sonic_boom](https://github.com/user-attachments/assets/91ac80e6-aa2b-41a3-8b49-d674ce287709) | | Ripple Rectangle | ![ripple_rectangle](https://github.com/user-attachments/assets/5c8028eb-6ffb-4e38-a5dd-e2c0ed6a4175) | | Customized
(faded warp + ripple) | ![customized_warp](https://github.com/user-attachments/assets/3be0d82e-2bff-48ab-824e-3262cbb10d4d) | ## 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); } }