mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
132 lines
3.1 KiB
Plaintext
132 lines
3.1 KiB
Plaintext
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#version 450
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// Sound - Digital Ambience - srtuss - 2014-07-31
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// https://www.shadertoy.com/view/MdXXW2
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// i tried to rebuild the technique that creates the ambience sounds in my game project. it's based on additive synthesis. go ahead and "listen" to various textures
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// srtuss, 2014
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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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vec2 rotate(vec2 p, float a)
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{
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return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
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}
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#define ITS 8
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vec2 circuit(vec3 p)
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{
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p = mod(p, 2.0) - 1.0;
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float w = 1e38;
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vec3 cut = vec3(1.0, 0.0, 0.0);
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vec3 e1 = vec3(-1.0);
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vec3 e2 = vec3(1.0);
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float rnd = 0.23;
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float pos, plane, cur;
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float fact = 0.9;
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float j = 0.0;
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for(int i = 0; i < ITS; i ++)
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{
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pos = mix(dot(e1, cut), dot(e2, cut), (rnd - 0.5) * fact + 0.5);
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plane = dot(p, cut) - pos;
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if(plane > 0.0)
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{
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e1 = mix(e1, vec3(pos), cut);
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rnd = fract(rnd * 9827.5719);
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cut = cut.yzx;
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}
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else
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{
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e2 = mix(e2, vec3(pos), cut);
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rnd = fract(rnd * 15827.5719);
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cut = cut.zxy;
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}
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j += step(rnd, 0.2);
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w = min(w, abs(plane));
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}
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return vec2(j / float(ITS - 1), w);
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}
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float scene(vec3 p)
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{
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vec2 cir = circuit(p);
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return exp(-100.0 * cir.y) + pow(cir.x * 1.8 * (sin(p.z * 10.0 + iGlobalTime * -5.0 + cir.x * 10.0) * 0.5 + 0.5), 8.0);
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}
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float nse(float x)
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{
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return fract(sin(x * 297.9712) * 90872.2961);
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}
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float nseI(float x)
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{
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float fl = floor(x);
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return mix(nse(fl), nse(fl + 1.0), smoothstep(0.0, 1.0, fract(x)));
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}
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float fbm(float x)
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{
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return nseI(x) * 0.5 + nseI(x * 2.0) * 0.25 + nseI(x * 4.0) * 0.125;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec2 suv = uv;
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uv = 2.0 * uv - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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vec3 ro = vec3(0.0, iGlobalTime * 0.2, 0.1);
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vec3 rd = normalize(vec3(uv, 0.9));
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ro.xz = rotate(ro.xz, iGlobalTime * 0.1);
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ro.xy = rotate(ro.xy, 0.2);
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rd.xz = rotate(rd.xz, iGlobalTime * 0.2);
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rd.xy = rotate(rd.xy, 0.2);
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float acc = 0.0;
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vec3 r = ro + rd * 0.5;
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for(int i = 0; i < 50; i ++)
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{
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acc += scene(r + nse(r.x) * 0.03);
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r += rd * 0.015;
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}
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vec3 col = pow(vec3(acc * 0.04), vec3(0.2, 0.6, 2.0) * 8.0) * 2.0;
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//col -= exp(length(suv - 0.5) * -2.5 - 0.2);
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col = clamp(col, vec3(0.0), vec3(1.0));
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col *= fbm(iGlobalTime * 6.0) * 2.0;
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col = pow(col, vec3(1.0 / 2.2));
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//col = clamp(col, vec3(0.0), vec3(1.0));
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fragColor = vec4(col, 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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