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cursor_smear_fade.gsls

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Jun 28th, 2025
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  1. float getSdfRectangle(in vec2 p, in vec2 xy, in vec2 b)
  2. {
  3. vec2 d = abs(p - xy) - b;
  4. return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
  5. }
  6.  
  7. // Based on Inigo Quilez's 2D distance functions article: https://iquilezles.org/articles/distfunctions2d/
  8. // Potencially optimized by eliminating conditionals and loops to enhance performance and reduce branching
  9.  
  10. float seg(in vec2 p, in vec2 a, in vec2 b, inout float s, float d) {
  11. vec2 e = b - a;
  12. vec2 w = p - a;
  13. vec2 proj = a + e * clamp(dot(w, e) / dot(e, e), 0.0, 1.0);
  14. float segd = dot(p - proj, p - proj);
  15. d = min(d, segd);
  16.  
  17. float c0 = step(0.0, p.y - a.y);
  18. float c1 = 1.0 - step(0.0, p.y - b.y);
  19. float c2 = 1.0 - step(0.0, e.x * w.y - e.y * w.x);
  20. float allCond = c0 * c1 * c2;
  21. float noneCond = (1.0 - c0) * (1.0 - c1) * (1.0 - c2);
  22. float flip = mix(1.0, -1.0, step(0.5, allCond + noneCond));
  23. s *= flip;
  24. return d;
  25. }
  26.  
  27. float getSdfParallelogram(in vec2 p, in vec2 v0, in vec2 v1, in vec2 v2, in vec2 v3) {
  28. float s = 1.0;
  29. float d = dot(p - v0, p - v0);
  30.  
  31. d = seg(p, v0, v3, s, d);
  32. d = seg(p, v1, v0, s, d);
  33. d = seg(p, v2, v1, s, d);
  34. d = seg(p, v3, v2, s, d);
  35.  
  36. return s * sqrt(d);
  37. }
  38.  
  39. vec2 normalize(vec2 value, float isPosition) {
  40. return (value * 2.0 - (iResolution.xy * isPosition)) / iResolution.y;
  41. }
  42.  
  43. float antialising(float distance) {
  44. return 1. - smoothstep(0., normalize(vec2(2., 2.), 0.).x, distance);
  45. }
  46.  
  47. float determineStartVertexFactor(vec2 a, vec2 b) {
  48. // Conditions using step
  49. float condition1 = step(b.x, a.x) * step(a.y, b.y); // a.x < b.x && a.y > b.y
  50. float condition2 = step(a.x, b.x) * step(b.y, a.y); // a.x > b.x && a.y < b.y
  51.  
  52. // If neither condition is met, return 1 (else case)
  53. return 1.0 - max(condition1, condition2);
  54. }
  55.  
  56. vec2 getRectangleCenter(vec4 rectangle) {
  57. return vec2(rectangle.x + (rectangle.z / 2.), rectangle.y - (rectangle.w / 2.));
  58. }
  59. float ease(float x) {
  60. return pow(1.0 - x, 3.0);
  61. }
  62.  
  63. const vec4 TRAIL_COLOR = vec4(1., 1., 0., 0.1);
  64. const float DURATION = 0.1; //IN SECONDS
  65.  
  66. void mainImage(out vec4 fragColor, in vec2 fragCoord)
  67. {
  68. #if !defined(WEB)
  69. fragColor = texture(iChannel0, fragCoord.xy / iResolution.xy);
  70. #endif
  71. // Normalization for fragCoord to a space of -1 to 1;
  72. vec2 vu = normalize(fragCoord, 1.);
  73. vec2 offsetFactor = vec2(-.5, 0.5);
  74.  
  75. // Normalization for cursor position and size;
  76. // cursor xy has the postion in a space of -1 to 1;
  77. // zw has the width and height
  78. vec4 currentCursor = vec4(normalize(iCurrentCursor.xy, 1.), normalize(iCurrentCursor.zw, 0.));
  79. vec4 previousCursor = vec4(normalize(iPreviousCursor.xy, 1.), normalize(iPreviousCursor.zw, 0.));
  80.  
  81. // 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
  82. float vertexFactor = determineStartVertexFactor(currentCursor.xy, previousCursor.xy);
  83. float invertedVertexFactor = 1.0 - vertexFactor;
  84.  
  85. // Set every vertex of my parellogram
  86. vec2 v0 = vec2(currentCursor.x + currentCursor.z * vertexFactor, currentCursor.y - currentCursor.w);
  87. vec2 v1 = vec2(currentCursor.x + currentCursor.z * invertedVertexFactor, currentCursor.y);
  88. vec2 v2 = vec2(previousCursor.x + currentCursor.z * invertedVertexFactor, previousCursor.y);
  89. vec2 v3 = vec2(previousCursor.x + currentCursor.z * vertexFactor, previousCursor.y - previousCursor.w);
  90.  
  91. float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5);
  92. float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3);
  93.  
  94. float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0);
  95. float easedProgress = ease(progress);
  96. // Distance between cursors determine the total length of the parallelogram;
  97. vec2 centerCC = getRectangleCenter(currentCursor);
  98. vec2 centerCP = getRectangleCenter(previousCursor);
  99. float lineLength = distance(centerCC, centerCP);
  100.  
  101. vec4 newColor = vec4(fragColor);
  102. // Compute fade factor based on distance along the trail
  103. float fadeFactor = 1.0 - smoothstep(lineLength, sdfCurrentCursor, easedProgress * lineLength);
  104.  
  105. // Apply fading effect to trail color
  106. vec4 fadedTrailColor = TRAIL_COLOR * fadeFactor;
  107.  
  108. // Blend trail with fade effect
  109. newColor = mix(newColor, fadedTrailColor, antialising(sdfTrail));
  110. // Draw current cursor
  111. newColor = mix(newColor, TRAIL_COLOR, antialising(sdfCurrentCursor));
  112. newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.));
  113. fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * lineLength));
  114. }
  115.  
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