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@chardskarth
Created June 28, 2025 13:42
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Awesome cursor animation shaders in Ghostty
float ease(float x) {
return pow(1.0 - x, 10.0);
}
float sdBox(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);
}
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 blend(float t)
{
float sqr = t * t;
return sqr / (2.0 * (sqr - t) + 1.0);
}
float antialising(float distance) {
return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
}
float determineStartVertexFactor(vec2 a, vec2 b) {
// Conditions using step
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.));
}
const vec4 TRAIL_COLOR = vec4(1.0, 0.725, 0.161, 1.0);
const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR;
const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR;
// const vec4 TRAIL_COLOR = vec4(0.482, 0.886, 1.0, 1.0);
const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0., 0., 1.0); // red-orange
//const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0.725, 0.161, 1.0); // yellow
// const vec4 TRAIL_COLOR_ACCENT = vec4(0.0, 0.424, 1.0, 1.0);
const float DURATION = .5;
const float OPACITY = .2;
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
//Normalization for fragCoord to a space of -1 to 1;
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
//Normalization for cursor position and size;
//cursor xy has the postion in a space of -1 to 1;
//zw has the width and height
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
//When drawing a parellelogram between cursors for the trail i need to determine where to start at the top-left or top-right vertex of the cursor
float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy);
float invertedVertexFactor = 1.0 - vertexFactor;
//Set every vertex of my parellogram
vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w);
vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y);
vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y);
vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w);
vec4 newColor = vec4(fragColor);
float progress = blend(clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1));
float easedProgress = ease(progress);
//Distance between cursors determine the total length of the parallelogram;
vec2 centerCC = getRectangleCenter(currentCursor);
vec2 centerCP = getRectangleCenter(previousCursor);
float lineLength = distance(centerCC, centerCP);
float distanceToEnd = distance(vu.xy, centerCC);
float alphaModifier = distanceToEnd / (lineLength * (easedProgress));
//float alphaModifier = distanceToEnd / (lineLength * (1 - progress));
if (alphaModifier > 1.0) {
alphaModifier = 1.0;
}
float sdfCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3);
newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(sdfTrail, -0.01, 0.001));
newColor = mix(newColor, TRAIL_COLOR, antialising(sdfTrail));
newColor = mix(fragColor, newColor, 1.0 - alphaModifier);
fragColor = mix(newColor, fragColor, step(sdfCursor, 0));
}
float sdBox(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);
}
// //Author: https://iquilezles.org/articles/distfunctions2d/
float sdTrail(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3)
{
float d = dot(p - v0, p - v0);
float s = 1.0;
// Edge from v3 to v0
{
vec2 e = v3 - v0;
vec2 w = p - v0;
vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
d = min(d, dot(b, b));
// Compute branchless boolean conditions:
float c0 = step(0.0, p.y - v0.y); // 1 if (p.y >= v0.y)
float c1 = 1.0 - step(0.0, p.y - v3.y); // 1 if (p.y < v3.y)
float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x); // 1 if (e.x*w.y > e.y*w.x)
float allCond = c0 * c1 * c2;
float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
// If either allCond or noneCond is 1, then flip factor becomes -1.
float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
s *= flip;
}
// Edge from v0 to v1
{
vec2 e = v0 - v1;
vec2 w = p - v1;
vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
d = min(d, dot(b, b));
float c0 = step(0.0, p.y - v1.y);
float c1 = 1.0 - step(0.0, p.y - v0.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;
}
// Edge from v1 to v2
{
vec2 e = v1 - v2;
vec2 w = p - v2;
vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
d = min(d, dot(b, b));
float c0 = step(0.0, p.y - v2.y);
float c1 = 1.0 - step(0.0, p.y - v1.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;
}
// Edge from v2 to v3
{
vec2 e = v2 - v3;
vec2 w = p - v3;
vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
d = min(d, dot(b, b));
float c0 = step(0.0, p.y - v3.y);
float c1 = 1.0 - step(0.0, p.y - v2.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 s * sqrt(d);
}
vec2 normalize(vec2 value, float isPosition) {
return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
}
float ParametricBlend(float t)
{
float sqr = t * t;
return sqr / (2.0 * (sqr - t) + 1.0);
}
float antialising(float distance) {
return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
}
float determineStartVertexFactor(vec2 a, vec2 b) {
// Conditions using step
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);
}
const vec4 TRAIL_COLOR = vec4(1.0, 0.725, 0.161, 1.0);
const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0., 0., 1.0);
// const vec4 TRAIL_COLOR = vec4(0.482, 0.886, 1.0, 1.0);
// const vec4 TRAIL_COLOR_ACCENT = vec4(0.0, 0.424, 1.0, 1.0);
const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR;
const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR;
const float DURATION = 0.2;
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
//Normalization for fragCoord to a space of -1 to 1;
vec2 vu = normalize(fragCoord, 1.);
vec2 offsetFactor = vec2(-.5, 0.5);
//Normalization for cursor position and size;
//cursor xy has the postion in a space of -1 to 1;
//zw has the width and height
vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
//When drawing a parellelogram between cursors for the trail i need to determine where to start at the top-left or top-right vertex of the cursor
float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy);
float invertedVertexFactor = 1.0 - vertexFactor;
//Set every vertex of my parellogram
vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w);
vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y);
vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y);
vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w);
vec4 newColor = vec4(fragColor);
float progress = ParametricBlend(clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0));
//Distance between cursors determine the total length of the parallelogram;
float lineLength = distance(currentCursor.xy, previousCursor.xy);
float distanceToEnd = distance(vu.xy, vec2(currentCursor.x + (currentCursor.z / 2.), currentCursor.y - (currentCursor.w / 2.)));
float alphaModifier = distanceToEnd / (lineLength * (1.0 - progress));
// float d2 = sdTrail(vu, v0, v1, v2, v3);
// newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(d2, -0.01, 0.001));
// newColor = mix(newColor, TRAIL_COLOR, 1.0 - smoothstep(d2, -0.01, 0.001));
// newColor = mix(newColor, TRAIL_COLOR, antialising(d2));
float cCursorDistance = sdBox(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(cCursorDistance, -0.000, 0.003 * (1. - progress)));
newColor = mix(newColor, CURRENT_CURSOR_COLOR, 1.0 - smoothstep(cCursorDistance, -0.000, 0.003 * (1. - progress)));
// float pCursorDistance = sdBox(vu, previousCursor.xy - (previousCursor.zw * offsetFactor), previousCursor.zw * 0.5);
// newColor = mix(newColor, PREVIOUS_CURSOR_COLOR, antialising(pCursorDistance));
fragColor = mix(fragColor, newColor, 1.);
// fragColor = mix(fragColor, newColor, 1.0 - alphaModifier);
}
@sid314
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sid314 commented Jul 25, 2025

does not work for me in ghostty 1.1.3

@p424p242
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Not working for me:

Ghostty 1.1.3

Version

  • version: 1.1.3
  • channel: stable
    Build Config
  • Zig version: 0.13.0
  • build mode : builtin.OptimizeMode.ReleaseFast
  • app runtime: apprt.Runtime.none
  • font engine: font.main.Backend.coretext
  • renderer : renderer.Metal
  • libxev : main.Backend.kqueue

@chardskarth
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Author

chardskarth commented Aug 2, 2025

I'm using tip. I dont think the change required to get this working (which is the Big Renderer Rework) was already merged in latest available release.

image

@freqyfreqy
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brew install ghostty@tip
instead of:
brew install ghostty

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