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| 1 | +// --- CONFIGURATION --- |
| 2 | +vec4 TRAIL_COLOR = iCurrentCursorColor; // can change to eg: vec4(0.2, 0.6, 1.0, 0.5); |
| 3 | +const float DURATION = 0.2; // total animation time |
| 4 | +const float TRAIL_SIZE = 0.8; // 0.0 = all corners move together. 1.0 = max smear (leading corners jump instantly) |
| 5 | +const float THRESHOLD_MIN_DISTANCE = 1.5; // min distance to show trail (units of cursor height) |
| 6 | +const float BLUR = 1.0; // blur size in pixels (for antialiasing) |
| 7 | +const float TRAIL_THICKNESS = 1.0; // 1.0 = full cursor height, 0.0 = zero height, >1.0 = funky aah |
| 8 | +const float TRAIL_THICKNESS_X = 0.9; |
| 9 | + |
| 10 | +const float FADE_ENABLED = 0.0; // 1.0 to enable fade gradient along the trail, 0.0 to disable |
| 11 | +const float FADE_EXPONENT = 5.0; // exponent for fade gradient along the trail |
| 12 | + |
| 13 | +// --- CONSTANTS for easing functions --- |
| 14 | +const float PI = 3.14159265359; |
| 15 | +const float C1_BACK = 1.70158; |
| 16 | +const float C2_BACK = C1_BACK * 1.525; |
| 17 | +const float C3_BACK = C1_BACK + 1.0; |
| 18 | +const float C4_ELASTIC = (2.0 * PI) / 3.0; |
| 19 | +const float C5_ELASTIC = (2.0 * PI) / 4.5; |
| 20 | +const float SPRING_STIFFNESS = 9.0; |
| 21 | +const float SPRING_DAMPING = 0.9; |
| 22 | + |
| 23 | +// --- EASING FUNCTIONS --- |
| 24 | + |
| 25 | +// // Linear |
| 26 | +// float ease(float x) { |
| 27 | +// return x; |
| 28 | +// } |
| 29 | + |
| 30 | +// // EaseOutQuad |
| 31 | +// float ease(float x) { |
| 32 | +// return 1.0 - (1.0 - x) * (1.0 - x); |
| 33 | +// } |
| 34 | + |
| 35 | +// // EaseOutCubic |
| 36 | +// float ease(float x) { |
| 37 | +// return 1.0 - pow(1.0 - x, 3.0); |
| 38 | +// } |
| 39 | + |
| 40 | +// // EaseOutQuart |
| 41 | +// float ease(float x) { |
| 42 | +// return 1.0 - pow(1.0 - x, 4.0); |
| 43 | +// } |
| 44 | + |
| 45 | +// // EaseOutQuint |
| 46 | +// float ease(float x) { |
| 47 | +// return 1.0 - pow(1.0 - x, 5.0); |
| 48 | +// } |
| 49 | + |
| 50 | +// // EaseOutSine |
| 51 | +// float ease(float x) { |
| 52 | +// return sin((x * PI) / 2.0); |
| 53 | +// } |
| 54 | + |
| 55 | +// // EaseOutExpo |
| 56 | +// float ease(float x) { |
| 57 | +// return x == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * x); |
| 58 | +// } |
| 59 | + |
| 60 | +// EaseOutCirc |
| 61 | +float ease(float x) { |
| 62 | + return sqrt(1.0 - pow(x - 1.0, 2.0)); |
| 63 | +} |
| 64 | + |
| 65 | +// // EaseOutBack |
| 66 | +// float ease(float x) { |
| 67 | +// return 1.0 + C3_BACK * pow(x - 1.0, 3.0) + C1_BACK * pow(x - 1.0, 2.0); |
| 68 | +// } |
| 69 | + |
| 70 | +// // EaseOutElastic |
| 71 | +// float ease(float x) { |
| 72 | +// return x == 0.0 ? 0.0 |
| 73 | +// : x == 1.0 ? 1.0 |
| 74 | +// : pow(2.0, -10.0 * x) * sin((x * 10.0 - 0.75) * C4_ELASTIC) + 1.0; |
| 75 | +// } |
| 76 | + |
| 77 | +// // Parametric Spring |
| 78 | +// float ease(float x) { |
| 79 | +// x = clamp(x, 0.0, 1.0); |
| 80 | +// float decay = exp(-SPRING_DAMPING * SPRING_STIFFNESS * x); |
| 81 | +// float freq = sqrt(SPRING_STIFFNESS * (1.0 - SPRING_DAMPING * SPRING_DAMPING)); |
| 82 | +// float osc = cos(freq * 6.283185 * x) + (SPRING_DAMPING * sqrt(SPRING_STIFFNESS) / freq) * sin(freq * 6.283185 * x); |
| 83 | +// return 1.0 - decay * osc; |
| 84 | +// } |
| 85 | + |
| 86 | +float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b) |
| 87 | +{ |
| 88 | + vec2 d = abs(p - xy) - b; |
| 89 | + return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); |
| 90 | +} |
| 91 | + |
| 92 | +// Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/ |
| 93 | +// Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching |
| 94 | +float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) { |
| 95 | + vec2 e = b - a; |
| 96 | + vec2 w = p - a; |
| 97 | + vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0); |
| 98 | + float segd = dot(p - proj, p - proj); |
| 99 | + d = min(d, segd); |
| 100 | + |
| 101 | + float c0 = step(0.0, p.y - a.y); |
| 102 | + float c1 = 1.0 - step(0.0, p.y - b.y); |
| 103 | + float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x); |
| 104 | + float allCond = c0 * c1 * c2; |
| 105 | + float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2); |
| 106 | + float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond)); |
| 107 | + s *= flip; |
| 108 | + return d; |
| 109 | +} |
| 110 | + |
| 111 | +float getSdfConvexQuad(in vec2 p, in vec2 v1, in vec2 v2, in vec2 v3, in vec2 v4) { |
| 112 | + float s = 1.0; |
| 113 | + float d = dot(p - v1, p - v1); |
| 114 | + |
| 115 | + d = seg(p, v1, v2, s, d); |
| 116 | + d = seg(p, v2, v3, s, d); |
| 117 | + d = seg(p, v3, v4, s, d); |
| 118 | + d = seg(p, v4, v1, s, d); |
| 119 | + |
| 120 | + return s * sqrt(d); |
| 121 | +} |
| 122 | + |
| 123 | +vec2 normalize(vec2 value, float isPosition) { |
| 124 | + return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y; |
| 125 | +} |
| 126 | + |
| 127 | +float antialising(float distance, float blurAmount) { |
| 128 | + return 1. - smoothstep(0., normalize(vec2(blurAmount, blurAmount), 0.).x, distance); |
| 129 | +} |
| 130 | + |
| 131 | +// Determines animation duration based on a corner's alignment with the move direction(dot product) |
| 132 | +// dot_val will be in [-2, 2] |
| 133 | +// > 0.5 (1 or 2) = Leading |
| 134 | +// > -0.5 (0) = Side |
| 135 | +// <= -0.5 (-1 or -2) = Trailing |
| 136 | +float getDurationFromDot(float dot_val, float DURATION_LEAD, float DURATION_SIDE, float DURATION_TRAIL) { |
| 137 | + float isLead = step(0.5, dot_val); |
| 138 | + float isSide = step(-0.5, dot_val) * (1.0 - isLead); |
| 139 | + |
| 140 | + // Start with trailing duration |
| 141 | + float duration = mix(DURATION_TRAIL, DURATION_SIDE, isSide); |
| 142 | + // Mix in leading duration |
| 143 | + duration = mix(duration, DURATION_LEAD, isLead); |
| 144 | + return duration; |
| 145 | +} |
| 146 | + |
| 147 | +void mainImage(out vec4 fragColor, in vec2 fragCoord){ |
| 148 | + #if !defined(WEB) |
| 149 | + fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy); |
| 150 | + #endif |
| 151 | + |
| 152 | + // normalization & setup(-1, 1 coords) |
| 153 | + vec2 vu = normalize(fragCoord, 1.); |
| 154 | + vec2 offsetFactor = vec2(-.5, 0.5); |
| 155 | + |
| 156 | + vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.)); |
| 157 | + vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.)); |
| 158 | + |
| 159 | + vec2 centerCC = currentCursor.xy - (currentCursor.zw * offsetFactor); |
| 160 | + vec2 halfSizeCC = currentCursor.zw * 0.5; |
| 161 | + vec2 centerCP = previousCursor.xy - (previousCursor.zw * offsetFactor); |
| 162 | + vec2 halfSizeCP = previousCursor.zw * 0.5; |
| 163 | + |
| 164 | + float sdfCurrentCursor = getSdfRectangle(vu, centerCC, halfSizeCC); |
| 165 | + |
| 166 | + float lineLength = distance(centerCC, centerCP); |
| 167 | + float minDist = currentCursor.w * THRESHOLD_MIN_DISTANCE; |
| 168 | + |
| 169 | + vec4 newColor = vec4(fragColor); |
| 170 | + |
| 171 | + float baseProgress = iTime - iTimeCursorChange; |
| 172 | + |
| 173 | + if (lineLength > minDist && baseProgress < DURATION - 0.001) { |
| 174 | + // defining corners of cursors |
| 175 | + |
| 176 | + // Y (Height) with TRAIL_THICKNESS |
| 177 | + float cc_half_height = currentCursor.w * 0.5; |
| 178 | + float cc_center_y = currentCursor.y - cc_half_height; |
| 179 | + float cc_new_half_height = cc_half_height * TRAIL_THICKNESS; |
| 180 | + float cc_new_top_y = cc_center_y + cc_new_half_height; |
| 181 | + float cc_new_bottom_y = cc_center_y - cc_new_half_height; |
| 182 | + |
| 183 | + // X (Width) with TRAIL_THICKNESS |
| 184 | + float cc_half_width = currentCursor.z * 0.5; |
| 185 | + float cc_center_x = currentCursor.x + cc_half_width; |
| 186 | + float cc_new_half_width = cc_half_width * TRAIL_THICKNESS_X; |
| 187 | + float cc_new_left_x = cc_center_x - cc_new_half_width; |
| 188 | + float cc_new_right_x = cc_center_x + cc_new_half_width; |
| 189 | + |
| 190 | + vec2 cc_tl = vec2(cc_new_left_x, cc_new_top_y); |
| 191 | + vec2 cc_tr = vec2(cc_new_right_x, cc_new_top_y); |
| 192 | + vec2 cc_bl = vec2(cc_new_left_x, cc_new_bottom_y); |
| 193 | + vec2 cc_br = vec2(cc_new_right_x, cc_new_bottom_y); |
| 194 | + |
| 195 | + // same thing for previous cursor |
| 196 | + float cp_half_height = previousCursor.w * 0.5; |
| 197 | + float cp_center_y = previousCursor.y - cp_half_height; |
| 198 | + float cp_new_half_height = cp_half_height * TRAIL_THICKNESS; |
| 199 | + float cp_new_top_y = cp_center_y + cp_new_half_height; |
| 200 | + float cp_new_bottom_y = cp_center_y - cp_new_half_height; |
| 201 | + |
| 202 | + float cp_half_width = previousCursor.z * 0.5; |
| 203 | + float cp_center_x = previousCursor.x + cp_half_width; |
| 204 | + float cp_new_half_width = cp_half_width * TRAIL_THICKNESS_X; |
| 205 | + float cp_new_left_x = cp_center_x - cp_new_half_width; |
| 206 | + float cp_new_right_x = cp_center_x + cp_new_half_width; |
| 207 | + |
| 208 | + vec2 cp_tl = vec2(cp_new_left_x, cp_new_top_y); |
| 209 | + vec2 cp_tr = vec2(cp_new_right_x, cp_new_top_y); |
| 210 | + vec2 cp_bl = vec2(cp_new_left_x, cp_new_bottom_y); |
| 211 | + vec2 cp_br = vec2(cp_new_right_x, cp_new_bottom_y); |
| 212 | + |
| 213 | + // calculating durations for every corner |
| 214 | + const float DURATION_TRAIL = DURATION; |
| 215 | + const float DURATION_LEAD = DURATION * (1.0 - TRAIL_SIZE); |
| 216 | + const float DURATION_SIDE = (DURATION_LEAD + DURATION_TRAIL) / 2.0; |
| 217 | + |
| 218 | + vec2 moveVec = centerCC - centerCP; |
| 219 | + vec2 s = sign(moveVec); |
| 220 | + |
| 221 | + // dot products for each corner, determining alignment with movement direction |
| 222 | + float dot_tl = dot(vec2(-1., 1.), s); |
| 223 | + float dot_tr = dot(vec2( 1., 1.), s); |
| 224 | + float dot_bl = dot(vec2(-1.,-1.), s); |
| 225 | + float dot_br = dot(vec2( 1.,-1.), s); |
| 226 | + |
| 227 | + // assign durations based on dot products |
| 228 | + float dur_tl = getDurationFromDot(dot_tl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); |
| 229 | + float dur_tr = getDurationFromDot(dot_tr, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); |
| 230 | + float dur_bl = getDurationFromDot(dot_bl, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); |
| 231 | + float dur_br = getDurationFromDot(dot_br, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); |
| 232 | + |
| 233 | + // check direction of horizontal movement |
| 234 | + float isMovingRight = step(0.5, s.x); |
| 235 | + float isMovingLeft = step(0.5, -s.x); |
| 236 | + |
| 237 | + // calculate vertical-rail durations |
| 238 | + float dot_right_edge = (dot_tr + dot_br) * 0.5; |
| 239 | + float dur_right_rail = getDurationFromDot(dot_right_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); |
| 240 | + |
| 241 | + float dot_left_edge = (dot_tl + dot_bl) * 0.5; |
| 242 | + float dur_left_rail = getDurationFromDot(dot_left_edge, DURATION_LEAD, DURATION_SIDE, DURATION_TRAIL); |
| 243 | + |
| 244 | + float final_dur_tl = mix(dur_tl, dur_left_rail, isMovingLeft); |
| 245 | + float final_dur_bl = mix(dur_bl, dur_left_rail, isMovingLeft); |
| 246 | + |
| 247 | + float final_dur_tr = mix(dur_tr, dur_right_rail, isMovingRight); |
| 248 | + float final_dur_br = mix(dur_br, dur_right_rail, isMovingRight); |
| 249 | + |
| 250 | + // calculate progress for each corner based on the duration and time since cursor change |
| 251 | + float prog_tl = ease(clamp(baseProgress / final_dur_tl, 0.0, 1.0)); |
| 252 | + float prog_tr = ease(clamp(baseProgress / final_dur_tr, 0.0, 1.0)); |
| 253 | + float prog_bl = ease(clamp(baseProgress / final_dur_bl, 0.0, 1.0)); |
| 254 | + float prog_br = ease(clamp(baseProgress / final_dur_br, 0.0, 1.0)); |
| 255 | + |
| 256 | + // get the trial corner positions based on progress |
| 257 | + vec2 v_tl = mix(cp_tl, cc_tl, prog_tl); |
| 258 | + vec2 v_tr = mix(cp_tr, cc_tr, prog_tr); |
| 259 | + vec2 v_br = mix(cp_br, cc_br, prog_br); |
| 260 | + vec2 v_bl = mix(cp_bl, cc_bl, prog_bl); |
| 261 | + |
| 262 | + // DRAWING THE TRAIL |
| 263 | + float sdfTrail = getSdfConvexQuad(vu, v_tl, v_tr, v_br, v_bl); |
| 264 | + |
| 265 | + // --- FADE GRADIENT CALCULATION --- |
| 266 | + vec2 fragVec = vu - centerCP; |
| 267 | + |
| 268 | + // project fragment onto movement vector, normalize to [0, 1] |
| 269 | + // 0.0 at tail, 1.0 at head |
| 270 | + // tiny epsilon to avoid division by zero if moveVec is (0,0) |
| 271 | + float fadeProgress = clamp(dot(fragVec, moveVec) / (dot(moveVec, moveVec) + 1e-6), 0.0, 1.0); |
| 272 | + |
| 273 | + vec4 trail = TRAIL_COLOR; |
| 274 | + |
| 275 | + float effectiveBlur = BLUR; |
| 276 | + if (BLUR < 2.5) { |
| 277 | + // no antialising on horizontal/vertical movement, fixes 'pulse' like thing on end cursor |
| 278 | + float isDiagonal = abs(s.x) * abs(s.y); // 1.0 if diagonal, 0.0 if H/V |
| 279 | + float effectiveBlur = mix(0.0, BLUR, isDiagonal); |
| 280 | + } |
| 281 | + float shapeAlpha = antialising(sdfTrail, effectiveBlur); // shape mask |
| 282 | + |
| 283 | + if (FADE_ENABLED > 0.5) { |
| 284 | + // apply fade gradient along the trail |
| 285 | + // float fadeStart = 0.2; |
| 286 | + // float easedProgress = smoothstep(fadeStart, 1.0, fadeProgress); |
| 287 | + // easedProgress = pow(2.0, 10.0 * (fadeProgress - 1.0)); |
| 288 | + float easedProgress = pow(fadeProgress, FADE_EXPONENT); |
| 289 | + trail.a *= easedProgress; |
| 290 | + } |
| 291 | + |
| 292 | + float finalAlpha = trail.a * shapeAlpha; |
| 293 | + |
| 294 | + // newColor.a to preserve the background alpha. |
| 295 | + newColor = mix(newColor, vec4(trail.rgb, newColor.a), finalAlpha); |
| 296 | + |
| 297 | + // punch hole on the trail, so current cursor is drawn on top |
| 298 | + newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); |
| 299 | + |
| 300 | + } |
| 301 | + |
| 302 | + fragColor = newColor; |
| 303 | +} |
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