This commit is contained in:
2026-07-22 14:43:26 +02:00
parent 5650e2f96a
commit 8c8f1ea228
8 changed files with 303 additions and 68 deletions

View File

@@ -15,6 +15,8 @@ background-blur=true
shell-integration-features = ssh-terminfo,ssh-env
link-url = true
keybind = cmd+t=unbind
keybind = cmd+n=unbind
keybind = cmd+w=unbind
@@ -31,6 +33,7 @@ keybind = ctrl+v=paste_from_clipboard
clipboard-paste-protection = false
clipboard-paste-bracketed-safe = true
clipboard-trim-trailing-spaces = true
window-padding-x = 0
window-padding-y = 0
@@ -44,3 +47,7 @@ shell-integration = zsh
macos-option-as-alt = left
macos-titlebar-style = transparent
{{ end }}
custom-shader-animation = true
custom-shader = ./shaders/crisp_cursor_tail.glsl

View File

@@ -0,0 +1,227 @@
// crisp_cursor_tail_v3.glsl
//
// A deliberately crisp Ghostty cursor trail:
// - no blur
// - no bloom or additive blending
// - the real cursor is never enlarged
// - several same-size cursor silhouettes fade behind it
//
// Requires Ghostty 1.3.0 or newer.
const float DURATION = 0.200;
// Strong enough to be clearly visible without additive glow.
const float MAX_OPACITY = 0.80;
const int TRAIL_COPIES = 13;
// Maximum trail length in approximate cursor-cell lengths.
const float MAX_TRAIL_CELLS = 3.5;
// Ignore tiny sub-cell position changes.
const float MIN_MOVE_CELLS = 0.20;
// Ghostty cannot tell the shader whether a move came from typing or navigation.
// Suppressing one-cell horizontal advances is the dependable approximation.
const bool SUPPRESS_SINGLE_CELL_HORIZONTAL = true;
const float CELL_TOLERANCE = 0.20;
// Suppress the large last-column -> first-column jump produced by line wrap.
const float WRAP_MIN_HORIZONTAL_CELLS = 4.0;
// Do not animate stale previous/current cursor state immediately after focus is
// restored. This also covers delayed frames from an unfocused surface.
const float REFOCUS_GUARD_TIME = 0.060;
// Higher values make the far end fade more strongly.
const float SPATIAL_FADE_POWER = 0.65;
// false: animate horizontal, vertical, and diagonal movement.
// true: only animate left/right movement.
const bool HORIZONTAL_ONLY = false;
vec3 srgbToLinear(vec3 c) {
return mix(
c / 12.92,
pow((c + 0.055) / 1.055, vec3(2.4)),
step(vec3(0.04045), c)
);
}
// Convert pixel coordinates to the normalized coordinate system used by the
// known-working Ghostty cursor shaders. Positions use isPosition=1.0;
// dimensions use isPosition=0.0.
vec2 toNormalized(vec2 value, float isPosition) {
return (value * 2.0 - iResolution.xy * isPosition) / iResolution.y;
}
float rectangleSdf(vec2 point, vec2 center, vec2 halfSize) {
vec2 d = abs(point - center) - halfSize;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}
float rectangleMask(vec2 point, vec2 center, vec2 halfSize) {
// Hard edge: intentionally no antialiasing or blur.
return step(rectangleSdf(point, center, halfSize), 0.0);
}
float easeOutCubic(float x) {
float y = 1.0 - x;
return 1.0 - y * y * y;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
#if !defined(WEB)
fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
#endif
// Ghostty deliberately renders unfocused surfaces less frequently. Drawing
// from their stale cursor uniforms causes detached or hollow-looking trails.
if (iFocus <= 0 || (iTime - iTimeFocus) < REFOCUS_GUARD_TIME) {
return;
}
if (iResolution.x <= 0.0 || iResolution.y <= 0.0 ||
any(lessThanEqual(iCurrentCursor.zw, vec2(0.0))) ||
any(lessThanEqual(iPreviousCursor.zw, vec2(0.0)))) {
return;
}
vec2 point = toNormalized(fragCoord, 1.0);
vec4 currentCursor = vec4(
toNormalized(iCurrentCursor.xy, 1.0),
toNormalized(iCurrentCursor.zw, 0.0)
);
vec4 previousCursor = vec4(
toNormalized(iPreviousCursor.xy, 1.0),
toNormalized(iPreviousCursor.zw, 0.0)
);
// Ghostty cursor.xy is the left/top corner.
vec2 offsetFactor = vec2(-0.5, 0.5);
vec2 currentCenter =
currentCursor.xy - currentCursor.zw * offsetFactor;
vec2 previousCenter =
previousCursor.xy - previousCursor.zw * offsetFactor;
vec2 movement = previousCenter - currentCenter;
float movementLength = length(movement);
if (movementLength <= 0.000001) {
return;
}
if (HORIZONTAL_ONLY && abs(movement.y) > 0.00001) {
return;
}
vec2 direction = movement / movementLength;
// Approximate one cell along the direction of travel.
float cellLength =
abs(direction.x) * currentCursor.z +
abs(direction.y) * currentCursor.w;
cellLength = max(cellLength, 0.000001);
if ((movementLength / cellLength) < MIN_MOVE_CELLS) {
return;
}
float horizontalCells = abs(movement.x) / currentCursor.z;
float verticalCells = abs(movement.y) / currentCursor.w;
bool singleCellHorizontal =
verticalCells < CELL_TOLERANCE &&
abs(horizontalCells - 1.0) <= CELL_TOLERANCE;
if (SUPPRESS_SINGLE_CELL_HORIZONTAL && singleCellHorizontal) {
return;
}
bool likelyLineWrap =
abs(verticalCells - 1.0) <= CELL_TOLERANCE &&
horizontalCells >= WRAP_MIN_HORIZONTAL_CELLS;
if (likelyLineWrap) {
return;
}
float elapsed = iTime - iTimeCursorChange;
if (elapsed < 0.0) {
return;
}
float progress = clamp(elapsed / DURATION, 0.0, 1.0);
if (progress >= 1.0) {
return;
}
// Linear persistence keeps the trail clearly visible for most of its
// lifetime. The previous cubic curve became almost invisible too quickly.
float remaining = 1.0 - progress;
// Keep opacity strong through the first half, then fade smoothly.
float timeOpacity = pow(remaining, 0.85);
float cappedLength =
min(movementLength, MAX_TRAIL_CELLS * cellLength);
vec2 cappedPreviousCenter =
currentCenter + direction * cappedLength;
float trailAlpha = 0.0;
for (int index = 1; index <= TRAIL_COPIES; ++index) {
float distanceRank =
float(index) / float(TRAIL_COPIES);
// At t=0, copies span current -> previous. As time advances they all
// collapse toward current, leaving the real cursor unchanged.
vec2 copyCenter = mix(
currentCenter,
cappedPreviousCenter,
distanceRank * remaining
);
float copyMask = rectangleMask(
point,
copyCenter,
currentCursor.zw * 0.5
);
// Nearest copies are strongest; distant copies are progressively faint.
float spatialFade = pow(
1.0 - distanceRank * 0.82,
SPATIAL_FADE_POWER
);
float copyAlpha =
MAX_OPACITY * spatialFade * timeOpacity;
// max(), not addition: overlapping copies never become a bright glow.
trailAlpha = max(
trailAlpha,
copyMask * copyAlpha
);
}
// Cut out the actual cursor rectangle so its apparent size and contrast are
// controlled entirely by Ghostty, not by this shader.
float currentCursorMask = rectangleMask(
point,
currentCenter,
currentCursor.zw * 0.5
);
trailAlpha *= 1.0 - currentCursorMask;
vec4 trailColor = vec4(
srgbToLinear(iCurrentCursorColor.rgb),
iCurrentCursorColor.a
);
fragColor = mix(
fragColor,
trailColor,
trailAlpha * trailColor.a
);
}