mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-28 18:31:31 +11:00
115 lines
2.8 KiB
Plaintext
115 lines
2.8 KiB
Plaintext
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#version 450
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// ironicflux - greendestruction - 2018-02-22
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// https://www.shadertoy.com/view/MdcyzB
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// The words of these songs were composed without any human intervention whatever on an instrument known as a versificator. But the woman sang so tunefully as to turn the dreadful rubbish into an almost pleasant sound.
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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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/* it even comes with a little message */
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mat2 rot(float x) {
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return mat2(cos(x), sin(x), -sin(x), cos(x));
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}
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float map(vec3 p) {
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p.z = abs(p.z) - 2.0;
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p.z = abs(p.z) - 2.0;
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float gt = iGlobalTime * 2.0;
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p.x += gt;
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float d = 1000.0;
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const int n = 12;
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for (int i = 1; i < n; ++i) {
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float x = float(i) / float(n);
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vec3 q = p;
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q.x += x * 3.141592 * 1.0;
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q.z = abs(q.z) - 1.0;
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q.yz *= rot(x * q.x);
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q.y = abs(q.y) - 2.0;
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q.y += x * 3.141592 * 0.5;
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float k = length(q.yz) - 0.125;
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d = min(d, k);
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d = max(d, 1.5 * x + gt - p.x);
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}
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return min(d, 5.0 + gt - p.x);
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}
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float trace(vec3 o, vec3 r) {
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float t = 0.0;
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for (int i = 0; i < 32; ++i) {
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t += map(o + r * t) * 0.5;
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}
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return t;
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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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uv = uv * 2.0 - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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vec3 r = normalize(vec3(uv, 1.0 - dot(uv, uv) * 0.5));
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vec3 o = vec3(0.0, 0.0, 0.0);
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r.xz *= rot(3.141592 * 0.5);
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float t = trace(o, r);
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vec3 w = o + r * t;
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float fd = map(w);
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float f = 1.0 / (1.0 + t * t * 0.1 + fd * 1000.0);
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vec3 c = vec3(0.0, 0.5, 1.0) * f;
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c = mix(c, vec3(1.0), 1.0 / (1.0 + t * t * 0.1));
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c = mix(vec3(0.125), c, 1.0 / (1.0 + t * t * 0.1));
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vec3 fc = vec3(c);
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float b = sign((fract(uv.y * 16.0) - 0.5) / 16.0) * 0.5 + 0.5;
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float b2 = sign(0.8 - abs(uv.y)) * 0.5 + 0.5;
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fc = mix(fc * vec3(0.5, 0.5, 0.5), fc, b);
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fc *= b2;
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fragColor = vec4(fc, 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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