From 838938f5fb7e7c6e2eb113ed0de1e175c02e8ef1 Mon Sep 17 00:00:00 2001 From: Thomas Kendrick Date: Mon, 22 Dec 2025 05:14:08 +0000 Subject: [PATCH] feat: move ghostty config into dotfiles repo --- ghostty/.config/ghostty/config | 34 +++++ ghostty/.config/ghostty/shaders/shader.glsl | 142 ++++++++++++++++++++ 2 files changed, 176 insertions(+) create mode 100644 ghostty/.config/ghostty/config create mode 100644 ghostty/.config/ghostty/shaders/shader.glsl diff --git a/ghostty/.config/ghostty/config b/ghostty/.config/ghostty/config new file mode 100644 index 0000000..f0e950e --- /dev/null +++ b/ghostty/.config/ghostty/config @@ -0,0 +1,34 @@ +# Dynamic theme colors +config-file = ?"~/.config/omarchy/current/theme/ghostty.conf" + +# Font +font-family = "JetBrainsMono Nerd Font" +font-style = Regular +font-size = 16 + +# Window +window-theme = ghostty +window-padding-x = 14 +window-padding-y = 14 +confirm-close-surface=false +resize-overlay = never +gtk-toolbar-style = flat + +# Cursor styling +cursor-style = "block" +cursor-style-blink = false + +# Cursor styling + SSH session terminfo +# (all shell integration options must be passed together) +shell-integration-features = no-cursor,ssh-env + +# Keyboard bindings +keybind = shift+insert=paste_from_clipboard +keybind = control+insert=copy_to_clipboard +keybind = super+control+shift+alt+arrow_down=resize_split:down,100 +keybind = super+control+shift+alt+arrow_up=resize_split:up,100 +keybind = super+control+shift+alt+arrow_left=resize_split:left,100 +keybind = super+control+shift+alt+arrow_right=resize_split:right,100 + +# Slowdown mouse scrolling +mouse-scroll-multiplier = 0.95 diff --git a/ghostty/.config/ghostty/shaders/shader.glsl b/ghostty/.config/ghostty/shaders/shader.glsl new file mode 100644 index 0000000..2bb9a12 --- /dev/null +++ b/ghostty/.config/ghostty/shaders/shader.glsl @@ -0,0 +1,142 @@ +// Based on https://gist.github.com/chardskarth/95874c54e29da6b5a36ab7b50ae2d088 +float ease(float x) { + return pow(1.0 - x, 10.0); +} + +float sdBox(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); +} + +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 blend(float t) +{ + float sqr = t * t; + return sqr / (2.0 * (sqr - t) + 1.0); +} + +float antialising(float distance) { + return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance); +} + +float determineStartVertexFactor(vec2 a, vec2 b) { + // Conditions using step + float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y + float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.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.)); +} + +const vec4 TRAIL_COLOR = vec4(1.0, 0.725, 0.161, 1.0); // yellow +const vec4 CURRENT_CURSOR_COLOR = TRAIL_COLOR; +const vec4 PREVIOUS_CURSOR_COLOR = TRAIL_COLOR; +const vec4 TRAIL_COLOR_ACCENT = vec4(1.0, 0., 0., 1.0); // red-orange +const float DURATION = .5; +const float OPACITY = .2; +// Don't draw trail within that distance * cursor size. +// This prevents trails from appearing when typing. +const float DRAW_THRESHOLD = 1.5; +// Don't draw trails within the same line: same line jumps are usually where +// people expect them. +const bool HIDE_TRAILS_ON_THE_SAME_LINE = false; + +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.)); + + //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); + + vec4 newColor = vec4(fragColor); + + float progress = blend(clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1)); + float easedProgress = ease(progress); + + //Distance between cursors determine the total length of the parallelogram; + vec2 centerCC = getRectangleCenter(currentCursor); + vec2 centerCP = getRectangleCenter(previousCursor); + float cursorSize = max(currentCursor.z, currentCursor.w); + float trailThreshold = DRAW_THRESHOLD * cursorSize; + float lineLength = distance(centerCC, centerCP); + // + bool isFarEnough = lineLength > trailThreshold; + bool isOnSeparateLine = HIDE_TRAILS_ON_THE_SAME_LINE ? currentCursor.y != previousCursor.y : true; + if (isFarEnough && isOnSeparateLine) { + float distanceToEnd = distance(vu.xy, centerCC); + float alphaModifier = distanceToEnd / (lineLength * (easedProgress)); + + if (alphaModifier > 1.0) { // this change fixed it for me. + alphaModifier = 1.0; + } + + float sdfCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5); + float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3); + + newColor = mix(newColor, TRAIL_COLOR_ACCENT, 1.0 - smoothstep(sdfTrail, -0.01, 0.001)); + newColor = mix(newColor, TRAIL_COLOR, antialising(sdfTrail)); + newColor = mix(fragColor, newColor, 1.0 - alphaModifier); + fragColor = mix(newColor, fragColor, step(sdfCursor, 0)); + } +}