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 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.)); } float ease(float x) { return pow(1.0 - x, 3.0); } const vec4 TRAIL_COLOR = vec4(0.0, 0.2, 0.5, 0.1); const float DURATION = 0.15; //IN SECONDS 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); float sdfCurrentCursor = getSdfRectangle(vu, currentCursor.xy - (currentCursor.zw * offsetFactor), currentCursor.zw * 0.5); float sdfTrail = getSdfParallelogram(vu, v0, v1, v2, v3); float progress = clamp((iTime - iTimeCursorChange) / DURATION, 0.0, 1.0); float easedProgress = ease(progress); // Distance between cursors determine the total length of the parallelogram; vec2 centerCC = getRectangleCenter(currentCursor); vec2 centerCP = getRectangleCenter(previousCursor); float lineLength = distance(centerCC, centerCP); vec4 newColor = vec4(fragColor); // Compute fade factor based on distance along the trail float fadeFactor = 1.0 - smoothstep(lineLength, sdfCurrentCursor, easedProgress * lineLength); // Apply fading effect to trail color vec4 fadedTrailColor = TRAIL_COLOR * fadeFactor; // Blend trail with fade effect newColor = mix(newColor, fadedTrailColor, antialising(sdfTrail)); // Draw current cursor newColor = mix(newColor, TRAIL_COLOR, antialising(sdfCurrentCursor)); newColor = mix(newColor, fragColor, step(sdfCurrentCursor, 0.)); fragColor = mix(fragColor, newColor, step(sdfCurrentCursor, easedProgress * lineLength)); }