EdenQwQ/home/programs/terminal/ghostty.nix
2025-11-17 13:24:38 +08:00

152 lines
7.1 KiB
Nix

{
inputs,
pkgs,
config,
...
}:
{
stylix.targets.ghostty.enable = true;
nixGL.packages = inputs.nixGL.packages;
programs.ghostty = {
enable = true;
package = config.lib.nixGL.wrap inputs.ghostty.packages.${pkgs.stdenv.hostPlatform.system}.ghostty;
settings = {
font-family = [
"Symbols Nerd Font"
"Xiaolai Mono SC"
];
custom-shader = [
"${./bloom.glsl}"
"${pkgs.writeTextFile {
name = "ghostty-shader-cursor-blaze.glsl";
text =
let
inherit (config.lib.misc) mkGLSLColor;
in
''
// Copied from https://github.com/KroneCorylus/ghostty-shader-playground
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 antialising(float distance) {
return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
}
float determineStartVertexFactor(vec2 c, vec2 p) {
// Conditions using step
float condition1 = step(p.x, c.x) * step(c.y, p.y); // c.x < p.x && c.y > p.y
float condition2 = step(c.x, p.x) * step(p.y, c.y); // c.x > p.x && c.y < p.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.));
}
float ease(float x) {
return pow(1.0 - x, 3.0);
}
vec4 saturate(vec4 color, float factor) {
float gray = dot(color, vec4(0.299, 0.587, 0.114, 0.)); // luminance
return mix(vec4(gray), color, factor);
}
const vec4 TRAIL_COLOR = ${mkGLSLColor "base05"};
const vec4 TRAIL_COLOR_ACCENT = ${mkGLSLColor "base0E"};
const float DURATION = 0.3; //IN SECONDS
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.));
vec2 centerCC = getRectangleCenter(currentCursor);
vec2 centerCP = getRectangleCenter(previousCursor);
// 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);
float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3);
float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
float easedProgress = ease(progress);
// Distance between cursors determine the total length of the parallelogram;
float lineLength = distance(centerCC, centerCP);
float mod = .007;
//trailblaze
// HACK: Using the saturate function because I currently don't know how to blend colors without losing saturation.
vec4 trail = mix(saturate(TRAIL_COLOR_ACCENT, 1.5), fragColor, 1. - smoothstep(0., sdfTrail + mod, 0.007));
trail = mix(saturate(TRAIL_COLOR, 1.5), trail, 1. - smoothstep(0., sdfTrail + mod, 0.006));
trail = mix(trail, saturate(TRAIL_COLOR, 1.5), step(sdfTrail + mod, 0.));
//cursorblaze
trail = mix(saturate(TRAIL_COLOR_ACCENT, 1.5), trail, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
trail = mix(saturate(TRAIL_COLOR, 1.5), trail, 1. - smoothstep(0., sdfCurrentCursor + .002, 0.004));
fragColor = mix(trail, fragColor, 1. - smoothstep(0., sdfCurrentCursor, easedProgress * lineLength));
}
'';
}}"
];
window-padding-x = 20;
window-padding-y = 10;
window-decoration = "none";
};
};
}