feat: extend ghostty shader, add shadps4 builds, update nix, homepage
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This commit is contained in:
2026-01-21 20:21:25 +05:30
parent 3beb85c474
commit 230547eb92
6 changed files with 167 additions and 12 deletions

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@@ -22,13 +22,51 @@
# glsl
# */
# ''
# const float CURSOR_ANIMATION_SPEED = 150.0; // ms
# const float TRAILING_CURSORS = 3.0;
# bool at_pos(vec2 fragCoord, vec2 pos, vec2 size) {
# return (pos.x <= fragCoord.x && fragCoord.x <= pos.x + size.x &&
# pos.y - size.y <= fragCoord.y && fragCoord.y <= pos.y);
# }
# void mainImage(out vec4 fragColor, in vec2 fragCoord) {
# // Normalized pixel coordinates (from 0 to 1)
# vec2 uv = fragCoord / iResolution.xy;
# vec3 col = vec3(0.0);
# col.r = 0.1 + 0.9 * uv.x;
# col.g = 0.1 + 0.9 * uv.y;
# col.b = 0.2;
# fragColor = vec4(col, 1.0);
# vec2 current_cursor = iCurrentCursor.xy;
# vec2 previous_cursor = iPreviousCursor.xy;
# float time_passed = (iTime - iTimeCursorChange) * 1000.0; // in ms
#
# if (time_passed > CURSOR_ANIMATION_SPEED) {
# // No animation, just render normally
# fragColor = texture(iChannel0, uv);
# return;
# }
# // Animate cursor meovement
# vec4 col = texture(iChannel0, uv);
# // linear interpolation between current and previous cursor position based on time passed
# vec2 animated_cursor_pos = mix(previous_cursor, current_cursor, time_passed / CURSOR_ANIMATION_SPEED);
# // make 3 trailing cursors for smoother animation
# for (int i = 1; i <= int(TRAILING_CURSORS); i++) {
# float t = float(i) / TRAILING_CURSORS;
# vec2 trail_pos = mix(previous_cursor, current_cursor, (time_passed / CURSOR_ANIMATION_SPEED) * t);
# if (at_pos(fragCoord, trail_pos, iCurrentCursor.zw)) {
# col = mix(col, iCurrentCursorColor, t);
# }
# }
#
# // vec4 cursor_color = mix(iPreviousCursorColor, iCurrentCursorColor, time_passed / CURSOR_ANIMATION_SPEED);
# vec4 cursor_color = iCurrentCursorColor; // no color animation for now
# vec2 cursor_size = iCurrentCursor.zw;
# // check if fragCoord is within the animated cursor rectangle
# // y is in the negative direction
# // if (animated_cursor_pos.x <= fragCoord.x && fragCoord.x <= animated_cursor_pos.x + cursor_size.x &&
# // animated_cursor_pos.y - cursor_size.y <= fragCoord.y && fragCoord.y <= animated_cursor_pos.y) {
# // col = cursor_color;
# // }
# if (at_pos(fragCoord, animated_cursor_pos, cursor_size)) {
# col = cursor_color;
# }
#
# fragColor = col;
# }
# '');
};