first commit
This commit is contained in:
26
ghostty/.config/ghostty/config
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26
ghostty/.config/ghostty/config
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# theme = onedark
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theme = dark:onedark,light:onelight
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# fonts
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font-family = SFMono Nerd Font
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# font-style = Regular
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# font-style-bold = Regular
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font-thicken = true
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macos-titlebar-style = hidden
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# linux
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# gtk-titlebar = false
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# cursor
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shell-integration-features = no-cursor
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cursor-style = block
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# background
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background-image = ~/.config/ghostty/earth.png
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background-image-opacity = 0
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background-image-fit = cover
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macos-icon = xray
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# shader
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# custom-shader = ~/.config/ghostty/starfield.glsl
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161
ghostty/.config/ghostty/cursor_blaze.glsl
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161
ghostty/.config/ghostty/cursor_blaze.glsl
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float sdBox(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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// //Author: https://iquilezles.org/articles/distfunctions2d/
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float sdTrail(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3)
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{
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float d = dot(p - v0, p - v0);
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float s = 1.0;
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// Edge from v3 to v0
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{
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vec2 e = v3 - v0;
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vec2 w = p - v0;
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vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
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d = min(d, dot(b, b));
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// Compute branchless boolean conditions:
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float c0 = step(0.0, p.y - v0.y); // 1 if (p.y >= v0.y)
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float c1 = 1.0 - step(0.0, p.y - v3.y); // 1 if (p.y < v3.y)
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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)
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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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// If either allCond or noneCond is 1, then flip factor becomes -1.
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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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}
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// Edge from v0 to v1
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{
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vec2 e = v0 - v1;
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vec2 w = p - v1;
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vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
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d = min(d, dot(b, b));
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float c0 = step(0.0, p.y - v1.y);
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float c1 = 1.0 - step(0.0, p.y - v0.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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}
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// Edge from v1 to v2
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{
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vec2 e = v1 - v2;
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vec2 w = p - v2;
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vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
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d = min(d, dot(b, b));
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float c0 = step(0.0, p.y - v2.y);
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float c1 = 1.0 - step(0.0, p.y - v1.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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}
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// Edge from v2 to v3
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{
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vec2 e = v2 - v3;
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vec2 w = p - v3;
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vec2 b = w - e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
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d = min(d, dot(b, b));
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float c0 = step(0.0, p.y - v3.y);
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float c1 = 1.0 - step(0.0, p.y - v2.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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}
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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 ParametricBlend(float t)
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{
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float sqr = t * t;
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return sqr / (2.0 * (sqr - t) + 1.0);
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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 a, vec2 b) {
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// Conditions using step
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float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y
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float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.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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const vec4 TRAIL_COLOR = vec4(1.0, 0.725, 0.161, 1.0);
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const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0., 0., 1.0);
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// const vec4 TRAIL_COLOR = vec4(0.482, 0.886, 1.0, 1.0);
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// const vec4 TRAIL_COLOR_ACCENT = vec4(0.0, 0.424, 1.0, 1.0);
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const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR;
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const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR;
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const float DURATION = 0.2;
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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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//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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vec4 newColor = vec4(fragColor);
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float progress = ParametricBlend(clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0));
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//Distance between cursors determine the total length of the parallelogram;
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float lineLength = distance(currentCursor.xy, previousCursor.xy);
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float distanceToEnd = distance(vu.xy, vec2(currentCursor.x + (currentCursor.z / 2.), currentCursor.y - (currentCursor.w / 2.)));
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float alphaModifier = distanceToEnd / (lineLength * (1.0 - progress));
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// float d2 = sdTrail(vu, v0, v1, v2, v3);
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// newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(d2, -0.01, 0.001));
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// newColor = mix(newColor, TRAIL_COLOR, 1.0 - smoothstep(d2, -0.01, 0.001));
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// newColor = mix(newColor, TRAIL_COLOR, antialising(d2));
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float cCursorDistance = sdBox(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
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newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(cCursorDistance, -0.000, 0.003 * (1. - progress)));
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newColor = mix(newColor, CURRENT_CURSOR_COLOR, 1.0 - smoothstep(cCursorDistance, -0.000, 0.003 * (1. - progress)));
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// float pCursorDistance = sdBox(vu, previousCursor.xy - (previousCursor.zw * offsetFactor), previousCursor.zw * 0.5);
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// newColor = mix(newColor, PREVIOUS_CURSOR_COLOR, antialising(pCursorDistance));
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fragColor = mix(fragColor, newColor, 1.);
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// fragColor = mix(fragColor, newColor, 1.0 - alphaModifier);
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}
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BIN
ghostty/.config/ghostty/earth.png
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BIN
ghostty/.config/ghostty/earth.png
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Binary file not shown.
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After Width: | Height: | Size: 20 MiB |
156
ghostty/.config/ghostty/starfield.glsl
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156
ghostty/.config/ghostty/starfield.glsl
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// flip this: false = white stars on dark bg, true = dark stars on light bg
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const bool invertStars = false;
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// how dark the inverted stars are (0.0 = pure black, 1.0 = invisible/white)
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const float invertedStarBrightness = 0.7;
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// transparent background
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const bool transparent = true;
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// terminal contents luminance threshold to be considered background (0.0 to 1.0)
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const float threshold = 0.15;
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// divisions of grid
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const float repeats = 6.;
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// number of layers
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const float layers = 3.;
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float luminance(vec3 color) {
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return dot(color, vec3(0.2126, 0.7152, 0.0722));
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}
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float N21(vec2 p) {
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p = fract(p * vec2(233.34, 851.73));
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p += dot(p, p + 23.45);
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return fract(p.x * p.y);
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}
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vec2 N22(vec2 p) {
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float n = N21(p);
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return vec2(n, N21(p + n));
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}
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mat2 scale(vec2 _scale) {
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return mat2(_scale.x, 0.0,
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0.0, _scale.y);
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}
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// 2D Noise based on Morgan McGuire
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float noise(in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = N21(i);
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float b = N21(i + vec2(1.0, 0.0));
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float c = N21(i + vec2(0.0, 1.0));
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float d = N21(i + vec2(1.0, 1.0));
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// Smooth Interpolation
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vec2 u = f * f * (3.0 - 2.0 * f); // Cubic Hermite Curve
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// Mix 4 corners percentages
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float perlin2(vec2 uv, int octaves, float pscale) {
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float col = 1.;
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float initScale = 4.;
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for (int l = 0; l < octaves; l++) {
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float val = noise(uv * initScale);
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if (col <= 0.01) {
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col = 0.;
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break;
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}
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val -= 0.01;
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val *= 0.5;
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col *= val;
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initScale *= pscale;
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}
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return col;
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}
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vec3 stars(vec2 uv, float offset) {
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float timeScale = -(iTime * 0.01 + offset) / layers;
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float trans = fract(timeScale);
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float newRnd = floor(timeScale);
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vec3 col = vec3(0.);
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// Translate uv then scale for center
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uv -= vec2(0.5);
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uv = scale(vec2(trans)) * uv;
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uv += vec2(0.5);
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// Create square aspect ratio
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uv.x *= iResolution.x / iResolution.y;
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// Create boxes
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uv *= repeats;
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// Get position
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vec2 ipos = floor(uv);
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// Return uv as 0 to 1
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uv = fract(uv);
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// Calculate random xy and size
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vec2 rndXY = N22(newRnd + ipos * (offset + 1.)) * 0.9 + 0.05;
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float rndSize = N21(ipos) * 200. + 500.;
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vec2 j = (rndXY - uv) * rndSize;
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float sparkle = 1. / dot(j, j);
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col += vec3(1.0) * sparkle;
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col *= smoothstep(1., 0.8, trans);
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return col;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = fragCoord / iResolution.xy;
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vec3 col = vec3(0.);
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for (float i = 0.; i < layers; i++) {
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col += stars(uv, i);
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}
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// Clamp sparkle intensity
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col = clamp(col, 0.0, 1.0);
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// Invert: white sparkle on black bg becomes dark sparkle on white bg
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if (invertStars) {
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col = vec3(1.0) - col;
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col = mix(col, vec3(1.0), invertedStarBrightness);
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}
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// Sample the terminal screen texture including alpha channel
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vec4 terminalColor = texture(iChannel0, uv);
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if (transparent) {
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col = invertStars ? col * terminalColor.rgb : col + terminalColor.rgb;
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}
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// Mask: detect background pixels of terminal content
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// For light bg, background has HIGH luminance; for dark bg, background has LOW luminance
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float termLum = luminance(terminalColor.rgb);
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float mask;
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if (invertStars) {
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// Light bg: background is bright, text is dark — show stars where luminance is HIGH
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mask = step(1.0 - threshold, termLum);
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} else {
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// Dark bg: background is dark, text is bright — show stars where luminance is LOW
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mask = 1.0 - step(threshold, termLum);
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}
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vec3 blendedColor = mix(terminalColor.rgb, col, mask);
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// Apply terminal's alpha to control overall opacity
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fragColor = vec4(blendedColor, terminalColor.a);
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}
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18
ghostty/.config/ghostty/themes/onedark
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18
ghostty/.config/ghostty/themes/onedark
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palette = 0=#282c34
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palette = 1=#e06c75
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palette = 2=#98c379
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palette = 3=#e5c07b
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palette = 4=#61afef
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palette = 5=#c678dd
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palette = 6=#56b6c2
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palette = 7=#abb2bf
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palette = 8=#5f687b
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palette = 9=#e06c75
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palette = 10=#98c379
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palette = 11=#e5c07b
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palette = 12=#61afef
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palette = 13=#c678dd
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palette = 14=#56b6c2
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palette = 15=#bfc5ce
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background = #111111
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foreground = #abb2bf
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18
ghostty/.config/ghostty/themes/onelight
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18
ghostty/.config/ghostty/themes/onelight
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palette = 0=#000000
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palette = 1=#b6443a
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palette = 2=#40803f
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palette = 3=#795300
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palette = 4=#3360c1
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palette = 5=#841e83
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palette = 6=#006996
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palette = 7=#6d6d59
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palette = 8=#000000
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palette = 9=#b6443a
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palette = 10=#40803f
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palette = 11=#795300
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palette = 12=#3360c1
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palette = 13=#841e83
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palette = 14=#006996
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palette = 15=#ccccc0
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background = #eeeeee
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foreground = #2a2b33
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