mirror of
https://github.com/EdenQwQ/nixos.git
synced 2025-12-26 10:14:58 +08:00
152 lines
7.1 KiB
Nix
152 lines
7.1 KiB
Nix
{
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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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nixGL.packages = inputs.nixGL.packages;
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programs.ghostty = {
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enable = true;
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package = config.lib.nixGL.wrap inputs.ghostty.packages.${pkgs.stdenv.hostPlatform.system}.ghostty;
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settings = {
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font-family = [
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"Symbols Nerd Font"
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"Xiaolai Mono SC"
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];
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custom-shader = [
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"${./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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