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https://github.com/EdenQwQ/nixos.git
synced 2026-07-16 22:16:51 +08:00
add ghostty
This commit is contained in:
parent
9c8fedd831
commit
c6bf1d959a
8 changed files with 402 additions and 50 deletions
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@ -1,3 +1,4 @@
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{ config, ... }:
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{
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imports = [
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./colorScheme
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@ -5,4 +6,19 @@
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./swhkd.nix
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./addFlags.nix
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];
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config.lib.misc = {
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mkGLSLColor =
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color:
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let
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inherit (config.lib.stylix) colors;
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r = colors."${color}-rgb-r";
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g = colors."${color}-rgb-g";
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b = colors."${color}-rgb-b";
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rf = "${r}.0 / 255.0";
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gf = "${g}.0 / 255.0";
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bf = "${b}.0 / 255.0";
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in
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"vec4(${rf}, ${gf}, ${bf}, 1.0)";
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};
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}
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@ -77,17 +77,7 @@
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custom-shader =
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let
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inherit (config.lib.stylix) colors;
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mkColor =
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color:
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let
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r = colors."${color}-rgb-r";
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g = colors."${color}-rgb-g";
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b = colors."${color}-rgb-b";
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rf = "${r}.0 / 255.0";
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gf = "${g}.0 / 255.0";
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bf = "${b}.0 / 255.0";
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in
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"vec4(${rf}, ${gf}, ${bf}, 1.0)";
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inherit (config.lib.misc) mkGLSLColor;
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in
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# glsl
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''
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@ -143,11 +133,11 @@
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steps[4] = 0.8;
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vec4 colors[5];
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colors[0] = ${mkColor "base00"} * 1.0;
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colors[1] = ${mkColor "base08"} * 1.0;
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colors[2] = ${mkColor "base09"} * 1.0;
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colors[3] = ${mkColor "base0A"} * 1.0;
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colors[4] = ${mkColor "base05"} * 1.0;
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colors[0] = ${mkGLSLColor "base00"} * 1.0;
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colors[1] = ${mkGLSLColor "base08"} * 1.0;
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colors[2] = ${mkGLSLColor "base09"} * 1.0;
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colors[3] = ${mkGLSLColor "base0A"} * 1.0;
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colors[4] = ${mkGLSLColor "base05"} * 1.0;
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if (v < steps[0]) {
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return colors[0];
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@ -48,6 +48,7 @@
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}) config.monitors;
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binds = with config.lib.niri.actions; {
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"Mod+Return".action = spawn "kitty";
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"Mod+Shift+Return".action = spawn "ghostty";
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"Mod+P".action = spawn [
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"sh"
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"-c"
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52
home/programs/terminal/bloom.glsl
Normal file
52
home/programs/terminal/bloom.glsl
Normal file
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@ -0,0 +1,52 @@
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// source: https://gist.github.com/qwerasd205/c3da6c610c8ffe17d6d2d3cc7068f17f
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// credits: https://github.com/qwerasd205
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// Golden spiral samples, [x, y, weight] weight is inverse of distance.
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const vec3[24] samples = {
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vec3(0.1693761725038636, 0.9855514761735895, 1),
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vec3(-1.333070830962943, 0.4721463328627773, 0.7071067811865475),
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vec3(-0.8464394909806497, -1.51113870578065, 0.5773502691896258),
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vec3(1.554155680728463, -1.2588090085709776, 0.5),
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vec3(1.681364377589461, 1.4741145918052656, 0.4472135954999579),
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vec3(-1.2795157692199817, 2.088741103228784, 0.4082482904638631),
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vec3(-2.4575847530631187, -0.9799373355024756, 0.3779644730092272),
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vec3(0.5874641440200847, -2.7667464429345077, 0.35355339059327373),
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vec3(2.997715703369726, 0.11704939884745152, 0.3333333333333333),
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vec3(0.41360842451688395, 3.1351121305574803, 0.31622776601683794),
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vec3(-3.167149933769243, 0.9844599011770256, 0.30151134457776363),
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vec3(-1.5736713846521535, -3.0860263079123245, 0.2886751345948129),
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vec3(2.888202648340422, -2.1583061557896213, 0.2773500981126146),
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vec3(2.7150778983300325, 2.5745586041105715, 0.2672612419124244),
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vec3(-2.1504069972377464, 3.2211410627650165, 0.2581988897471611),
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vec3(-3.6548858794907493, -1.6253643308191343, 0.25),
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vec3(1.0130775986052671, -3.9967078676335834, 0.24253562503633297),
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vec3(4.229723673607257, 0.33081361055181563, 0.23570226039551587),
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vec3(0.40107790291173834, 4.340407413572593, 0.22941573387056174),
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vec3(-4.319124570236028, 1.159811599693438, 0.22360679774997896),
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vec3(-1.9209044802827355, -4.160543952132907, 0.2182178902359924),
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vec3(3.8639122286635708, -2.6589814382925123, 0.21320071635561041),
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vec3(3.3486228404946234, 3.4331800232609, 0.20851441405707477),
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vec3(-2.8769733643574344, 3.9652268864187157, 0.20412414523193154)
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};
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float lum(vec4 c) {
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return 0.299 * c.r + 0.587 * c.g + 0.114 * c.b;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 color = texture(iChannel0, uv);
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vec2 step = vec2(1.414) / iResolution.xy;
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for (int i = 0; i < 24; i++) {
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vec3 s = samples[i];
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vec4 c = texture(iChannel0, uv + s.xy * step);
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float l = lum(c);
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if (l > 0.2) {
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color += l * s.z * c * 0.15;
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}
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}
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fragColor = color;
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}
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@ -1,5 +1,6 @@
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{
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imports = [
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./kitty.nix
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./ghostty.nix
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];
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}
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151
home/programs/terminal/ghostty.nix
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151
home/programs/terminal/ghostty.nix
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@ -0,0 +1,151 @@
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{
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inputs,
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pkgs,
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config,
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...
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}:
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{
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stylix.targets.ghostty.enable = true;
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programs.ghostty = {
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enable = true;
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package = inputs.ghostty.packages.${pkgs.system}.ghostty;
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settings = {
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font-family = [
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"Symbols Nerd Font"
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"Xiaolai Mono SC"
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];
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custom-shader = [
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"${./bloom.glsl}"
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"${pkgs.writeTextFile {
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name = "ghostty-shader-cursor-blaze.glsl";
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text =
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let
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inherit (config.lib.misc) mkGLSLColor;
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in
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''
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// Copied from https://github.com/KroneCorylus/ghostty-shader-playground
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float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b)
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{
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vec2 d = abs(p - xy) - b;
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return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
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}
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// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
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// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
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float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
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vec2 e = b - a;
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vec2 w = p - a;
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vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
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float segd = dot(p - proj, p - proj);
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d = min(d, segd);
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float c0 = step(0.0, p.y - a.y);
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float c1 = 1.0 - step(0.0, p.y - b.y);
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float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
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float allCond = c0 * c1 * c2;
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float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
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float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
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s *= flip;
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return d;
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}
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float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) {
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float s = 1.0;
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float d = dot(p - v0, p - v0);
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d = seg(p, v0, v3, s, d);
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d = seg(p, v1, v0, s, d);
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d = seg(p, v2, v1, s, d);
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d = seg(p, v3, v2, s, d);
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return s * sqrt(d);
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}
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vec2 normalize(vec2 value, float isPosition) {
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return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
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}
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float antialising(float distance) {
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return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
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}
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float determineStartVertexFactor(vec2 c, vec2 p) {
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// Conditions using step
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float condition1 = step(p.x, c.x) * step(c.y, p.y); // c.x < p.x && c.y > p.y
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float condition2 = step(c.x, p.x) * step(p.y, c.y); // c.x > p.x && c.y < p.y
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// If neither condition is met, return 1 (else case)
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return 1.0 - max(condition1, condition2);
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}
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vec2 getRectangleCenter(vec4 rectangle) {
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return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
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}
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float ease(float x) {
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return pow(1.0 - x, 3.0);
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}
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vec4 saturate(vec4 color, float factor) {
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float gray = dot(color, vec4(0.299, 0.587, 0.114, 0.)); // luminance
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return mix(vec4(gray), color, factor);
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}
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const vec4 TRAIL_COLOR = ${mkGLSLColor "base05"};
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const vec4 TRAIL_COLOR_ACCENT = ${mkGLSLColor "base0E"};
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const float DURATION = 0.3; //IN SECONDS
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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#if !defined(WEB)
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fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
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#endif
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// Normalization for fragCoord to a space of -1 to 1;
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vec2 vu = normalize(fragCoord, 1.);
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vec2 offsetFactor = vec2(-.5, 0.5);
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// Normalization for cursor position and size;
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// cursor xy has the postion in a space of -1 to 1;
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// zw has the width and height
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vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
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vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
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vec2 centerCC = getRectangleCenter(currentCursor);
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vec2 centerCP = getRectangleCenter(previousCursor);
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// 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
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float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy);
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float invertedVertexFactor = 1.0 - vertexFactor;
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// Set every vertex of my parellogram
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vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w);
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vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y);
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vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y);
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vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w);
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float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
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float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3);
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float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
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float easedProgress = ease(progress);
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// Distance between cursors determine the total length of the parallelogram;
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float lineLength = distance(centerCC, centerCP);
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float mod = .007;
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//trailblaze
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// HACK: Using the saturate function because I currently don't know how to blend colors without losing saturation.
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vec4 trail = mix(saturate(TRAIL_COLOR_ACCENT, 1.5), fragColor, 1. - smoothstep(0., sdfTrail + mod, 0.007));
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trail = mix(saturate(TRAIL_COLOR, 1.5), trail, 1. - smoothstep(0., sdfTrail + mod, 0.006));
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trail = mix(trail, saturate(TRAIL_COLOR, 1.5), step(sdfTrail + mod, 0.));
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//cursorblaze
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trail = mix(saturate(TRAIL_COLOR_ACCENT, 1.5), trail, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
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trail = mix(saturate(TRAIL_COLOR, 1.5), trail, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
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fragColor = mix(trail, fragColor, 1. - smoothstep(0., sdfCurrentCursor, easedProgress * lineLength));
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}
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'';
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}}"
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];
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window-padding-x = 20;
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window-padding-y = 10;
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window-decoration = "none";
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};
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};
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}
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