// Test shader for iTimeFocus and iFocus // Shows border when focused, green fade that restarts on each focus gain void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; // Sample the terminal content vec4 terminal = texture2D(iChannel0, uv); vec3 color = terminal.rgb; if (iFocus > 0) { // FOCUSED: Add border and fading green overlay // Calculate time since focus was gained float timeSinceFocus = iTime - iTimeFocus; // Green fade: starts at 1.0 (full green), fades to 0.0 over 3 seconds float fadeOut = max(0.0, 1.0 - (timeSinceFocus / 3.0)); // Add green overlay that fades out color = mix(color, vec3(0.0, 1.0, 0.0), fadeOut * 0.4); // Add border (5 pixels) float borderSize = 5.0; vec2 pixelCoord = fragCoord; bool isBorder = pixelCoord.x < borderSize || pixelCoord.x > iResolution.x - borderSize || pixelCoord.y < borderSize || pixelCoord.y > iResolution.y - borderSize; if (isBorder) { // Bright cyan border that pulses subtly float pulse = sin(timeSinceFocus * 2.0) * 0.1 + 0.9; color = vec3(0.0, 1.0, 1.0) * pulse; } } else { // UNFOCUSED: Solid red overlay (no border) color = mix(color, vec3(1.0, 0.0, 0.0), 0.3); } fragColor = vec4(color, 1.0); }