mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
115 lines
2.8 KiB
Plaintext
115 lines
2.8 KiB
Plaintext
|
#version 450
|
||
|
// ironicflux - greendestruction - 2018-02-22
|
||
|
// https://www.shadertoy.com/view/MdcyzB
|
||
|
// 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.
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
uint FrameCount;
|
||
|
} global;
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
const vec2 madd = vec2(0.5, 0.5);
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = gl_Position.xy;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
float iGlobalTime = float(global.FrameCount)*0.025;
|
||
|
vec2 iResolution = global.OutputSize.xy;
|
||
|
|
||
|
/* it even comes with a little message */
|
||
|
|
||
|
mat2 rot(float x) {
|
||
|
return mat2(cos(x), sin(x), -sin(x), cos(x));
|
||
|
}
|
||
|
|
||
|
float map(vec3 p) {
|
||
|
|
||
|
p.z = abs(p.z) - 2.0;
|
||
|
p.z = abs(p.z) - 2.0;
|
||
|
|
||
|
|
||
|
float gt = iGlobalTime * 2.0;
|
||
|
p.x += gt;
|
||
|
float d = 1000.0;
|
||
|
const int n = 12;
|
||
|
for (int i = 1; i < n; ++i) {
|
||
|
float x = float(i) / float(n);
|
||
|
vec3 q = p;
|
||
|
q.x += x * 3.141592 * 1.0;
|
||
|
q.z = abs(q.z) - 1.0;
|
||
|
q.yz *= rot(x * q.x);
|
||
|
q.y = abs(q.y) - 2.0;
|
||
|
q.y += x * 3.141592 * 0.5;
|
||
|
float k = length(q.yz) - 0.125;
|
||
|
d = min(d, k);
|
||
|
d = max(d, 1.5 * x + gt - p.x);
|
||
|
}
|
||
|
return min(d, 5.0 + gt - p.x);
|
||
|
}
|
||
|
|
||
|
float trace(vec3 o, vec3 r) {
|
||
|
float t = 0.0;
|
||
|
for (int i = 0; i < 32; ++i) {
|
||
|
t += map(o + r * t) * 0.5;
|
||
|
}
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||
|
{
|
||
|
vec2 uv = fragCoord.xy / iResolution.xy;
|
||
|
uv = uv * 2.0 - 1.0;
|
||
|
uv.x *= iResolution.x / iResolution.y;
|
||
|
|
||
|
vec3 r = normalize(vec3(uv, 1.0 - dot(uv, uv) * 0.5));
|
||
|
vec3 o = vec3(0.0, 0.0, 0.0);
|
||
|
|
||
|
r.xz *= rot(3.141592 * 0.5);
|
||
|
|
||
|
float t = trace(o, r);
|
||
|
|
||
|
vec3 w = o + r * t;
|
||
|
float fd = map(w);
|
||
|
|
||
|
float f = 1.0 / (1.0 + t * t * 0.1 + fd * 1000.0);
|
||
|
|
||
|
vec3 c = vec3(0.0, 0.5, 1.0) * f;
|
||
|
|
||
|
c = mix(c, vec3(1.0), 1.0 / (1.0 + t * t * 0.1));
|
||
|
|
||
|
c = mix(vec3(0.125), c, 1.0 / (1.0 + t * t * 0.1));
|
||
|
|
||
|
vec3 fc = vec3(c);
|
||
|
|
||
|
float b = sign((fract(uv.y * 16.0) - 0.5) / 16.0) * 0.5 + 0.5;
|
||
|
|
||
|
float b2 = sign(0.8 - abs(uv.y)) * 0.5 + 0.5;
|
||
|
|
||
|
fc = mix(fc * vec3(0.5, 0.5, 0.5), fc, b);
|
||
|
|
||
|
fc *= b2;
|
||
|
|
||
|
fragColor = vec4(fc, 1.0);
|
||
|
}
|
||
|
|
||
|
void main(void)
|
||
|
{
|
||
|
//just some shit to wrap shadertoy's stuff
|
||
|
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
|
||
|
FragmentCoord.y = -FragmentCoord.y;
|
||
|
mainImage(FragColor,FragmentCoord);
|
||
|
}
|