// In-game CRT shader // Author: sarphiv // License: CC BY-NC-SA 4.0 // Description: // Cursor shader for Ghostty designed to be applied before the accompanying in-game CRT shader. // Highlights the cursor whenever it changes (line/block) or moves, and draws a glowing trail for large movements. // The glow is colored based on cursor colors with an override for white-grey colors. // Settings: // Minimum distance in UV coordinates before drawing trail // [0, sqrt(2)] #define TRAIL_MIN_DISTANCE 0.1 // Use override colors when color channel brightness standard deviation is below threshold // [0, sqrt(2)/3] #define GLOW_COLOR_OVERRIDE_THRESHOLD 0.1 // Override color for current cursor // [0, 1]^3 #define GLOW_COLOR_OVERRIDE_CURRENT 0.2, 0.4, 1.0 // Override color for previous cursor // [0, 1]^3 #define GLOW_COLOR_OVERRIDE_PREVIOUS 0.4, 0.1, 1.0 // Brightness offset for glow effect // [0, 1] #define GLOW_COLOR_OFFSET_BRIGHTNESS 0.5 // Time slowdown factor for animations // x \in R : x > 0 #define TIME_DURATION_FACTOR 1.0 // Constants: #define EPS 1e-9 // Functions: float min_(float a, float b, float c) { return min(a, min(b, c)); } float max_(float a, float b, float c) { return max(a, max(b, c)); } float sdRectangle(vec2 p, vec2 topLeft, vec2 size) { vec2 center = topLeft + vec2(size.x, -size.y) * 0.5; vec2 d = abs(p - center) - size * 0.5; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); } float sdSeg(vec2 p, vec2 a) { vec2 c = a * clamp(dot(p, a) / (dot(a, a) + EPS), 0., 1.) - p; return sqrt(dot(c, c)); } float sdTriangle(vec2 p, vec2 a, vec2 b, vec2 c) { a -= p; b -= p; c -= p; vec3 t = cross(vec3(a.x, b.x, c.x), vec3(a.y, b.y, c.y)); vec2 m = vec2(min_(t.x, t.y, t.z), max_(t.x, t.y, t.z)); float s = -1. + 2. * step(m.x, 0.) * step(0., m.y); return s * min_( sdSeg(a, a - b), sdSeg(b, b - c), sdSeg(c, c - a) ); } float sdTrail(vec2 p, vec2 currPos, vec2 currSize, vec2 prevPos, vec2 prevSize, float t) { // Initialize points vec2 currWidth = vec2(currSize.x, 0.0), currHeight = vec2(0.0, -currSize.y); vec2 currTopLeft = currPos; vec2 currTopRight = currTopLeft + currWidth; vec2 currBottomLeft = currTopLeft + currHeight; vec2 currBottomRight = currBottomLeft + currWidth; vec2 currCenter = (currTopLeft + currBottomRight) * 0.5; vec2 prevWidth = vec2(prevSize.x, 0.0), prevHeight = vec2(0.0, -prevSize.y); vec2 prevTopLeft = prevPos; vec2 prevTopRight = prevTopLeft + prevWidth; vec2 prevBottomLeft = prevTopLeft + prevHeight; vec2 prevBottomRight = prevBottomLeft + prevWidth; vec2 prevCenter = (prevTopLeft + prevBottomRight) * 0.5; // Check whether to only draw cursor bool nearbyPrev = distance(currCenter, prevCenter) < TRAIL_MIN_DISTANCE; bool insidePrev = ( currCenter.x >= prevTopLeft.x && currCenter.x <= prevTopRight.x && currCenter.y <= prevTopLeft.y && currCenter.y >= prevBottomLeft.y ); float rectDist = max(sdRectangle(p, currTopLeft, currSize), 0.0); if (nearbyPrev || insidePrev) return rectDist; // Draw trail and cursor vec2[4] corners = { currTopLeft, currTopRight, currBottomRight, currBottomLeft }; vec2 triB = corners[0], triC = corners[0], dir = normalize(currCenter - prevCenter); float minRel = 1/EPS, maxRel = -minRel; for (int i = 0; i < 4; ++i) { vec2 delta = corners[i] - prevCenter; float rel = atan(dir.x * delta.y - dir.y * delta.x, dot(dir, delta)); if (rel < minRel) minRel = rel, triB = corners[i]; if (rel > maxRel) maxRel = rel, triC = corners[i]; } float triDist = max(sdTriangle(p, prevCenter, triB, triC), 0.0); return min(rectDist, mix(triDist, rectDist, t)); } vec4 colorOverride(vec4 baseColor, vec4 overrideColor) { if (sqrt(pow(distance(baseColor.rgb, vec3(dot(baseColor.rgb, vec3(1.0)) / 3.0)), 2) / 3.0) < GLOW_COLOR_OVERRIDE_THRESHOLD) return overrideColor; else return baseColor; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord.xy / iResolution.xy; fragColor = texture(iChannel0, uv); vec2 currPos = iCurrentCursor.xy / iResolution.xy, currSize = iCurrentCursor.zw / iResolution.xy; vec2 prevPos = iPreviousCursor.xy / iResolution.xy, prevSize = iPreviousCursor.zw / iResolution.xy; vec2 currCenter = currPos + currSize * vec2(0.5, -0.5); vec2 prevCenter = prevPos + prevSize * vec2(0.5, -0.5); float dCenter = distance(currCenter, prevCenter); float dSeg = dot(uv - prevCenter, currCenter - prevCenter) * pow(dCenter + EPS, -2); bool nearbyPrev = dCenter < TRAIL_MIN_DISTANCE; float tShape = 1.0 - pow(1.0 - clamp((iTime - iTimeCursorChange) / TIME_DURATION_FACTOR, 0.0, 1.0), 3); float tVisible = exp(-(iTime - iTimeCursorChange) / TIME_DURATION_FACTOR * 50.0); float dTrail = sdTrail(uv, currPos, currSize, prevPos, prevSize, tShape); float dTip = nearbyPrev ? 0.0 : clamp(1.0 - abs(dSeg - 1.0), 0.0, 1.0); vec4 currColor = colorOverride(iCurrentCursorColor, vec4(GLOW_COLOR_OVERRIDE_CURRENT, 1.0)); vec4 prevColor = colorOverride(iPreviousCursorColor, vec4(GLOW_COLOR_OVERRIDE_PREVIOUS, 1.0)); vec4 glowColor = mix(fragColor, mix(prevColor, currColor, dTip) + GLOW_COLOR_OFFSET_BRIGHTNESS, pow(dTip, 3)); glowColor = mix(glowColor, fragColor, pow(smoothstep(0.0, 0.3, dTrail), 0.1)); vec4 trailColor = mix(vec4(1.0), glowColor, pow(smoothstep(0.0, 0.01, dTrail), 0.2)); vec4 trail = mix(trailColor, fragColor, pow(smoothstep(0.0, nearbyPrev ? 0.01 : 0.1, dTrail), 0.2)); if (!nearbyPrev) { trail = mix(trailColor, trail, pow(smoothstep(0.0, 6.0, dTip), 0.05)); trail = mix(trailColor, trail, pow(smoothstep(0.0, 8.0, dTip), 0.005)); } fragColor = mix(fragColor, trail, tVisible); }