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dotfiles/.config/ghostty/shaders/in-game-crt-cursor.glsl
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2026-02-07 21:05:41 -06:00

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GLSL

// 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);
}