mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
75 lines
2 KiB
Plaintext
75 lines
2 KiB
Plaintext
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#version 450
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// Ribbon Assault - 2014-02-26
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// https://www.shadertoy.com/view/MdBGDK
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// Inspired by the 'Kali2 scope' - https://www.shadertoy.com/view/lsBGWK
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// Should be fast full-screen for everybody. : )
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// Use mouse for manual movement.
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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float gTime = iGlobalTime+11.0;
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float f = 3., g = 3.;
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vec2 res = iResolution.xy;
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#ifdef MOUSE
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vec2 mou = iMouse.xy;
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if (iMouse.z < 0.5)
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{
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mou = vec2(sin(gTime * .3)*sin(gTime * .17) * 1. + sin(gTime * .3),(1.0-cos(gTime * .632))*sin(gTime * .131)*1.0+cos(gTime * .3));
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mou = (mou+1.0) * res;
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}
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#else
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vec2 mou = vec2(0.0, 0.0);
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mou = vec2(sin(gTime * .3)*sin(gTime * .17) * 1. + sin(gTime * .3),(1.0-cos(gTime * .632))*sin(gTime * .131)*1.0+cos(gTime * .3));
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mou = (mou+1.0) * res;
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#endif
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vec2 z = ((-res+2.0 * fragCoord.xy) / res.y);
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vec2 p = ((-res+2.0+mou) / res.y);
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for( int i = 0; i < 20; i++)
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{
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float d = dot(z,z);
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z = (vec2( z.x, -z.y ) / d) + p;
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z.x = abs(z.x);
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f = max( f, (dot(z-p,z-p) ));
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g = min( g, sin(dot(z+p,z+p))+1.0);
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}
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f = abs(-log(f) / 3.5);
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g = abs(-log(g) / 8.0);
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fragColor = vec4(min(vec3(g, g*f, f), 1.0),1.0);
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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