Merge pull request #111 from mudlord/master

add my shader from FB2019.
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hizzlekizzle 2019-08-04 07:46:44 -05:00 committed by GitHub
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#version 450
// im so sorry
// done for Flashback 2019 cracktro
// written by mudlord.
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 = Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
vec3 rotatex(in vec3 p, float ang) { return vec3(p.x, p.y*cos(ang) - p.z*sin(ang), p.y*sin(ang) + p.z*cos(ang)); }
vec3 rotatey(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.z*sin(ang), p.y, p.x*sin(ang) + p.z*cos(ang)); }
vec3 rotatez(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.y*sin(ang), p.x*sin(ang) + p.y*cos(ang), p.z); }
float SuperFormula(float phi, float a, float b, float m, float n1, float n2, float n3)
{
return pow((pow(abs(cos(m*phi/4.0)/a),n2) + pow(abs(sin(m*phi/4.0)/b), n3)), -(1.0/n1));
}
vec2 scene(vec3 p)
{
p = rotatex(p, 0.18*global.FrameCount);
p = rotatez(p, 0.20*global.FrameCount);
p = rotatey(p, 0.22*global.FrameCount);
float d=length(p);
float sn=p.z/d;
vec4 w =vec4(12.,6.,6.,16.);
float r1=SuperFormula(atan(p.y,p.x),1.0+0.0025*sin(time),1.0,w.x,w.y,w.z,w.w);
float r2=SuperFormula(asin(sn),1.0,1.0,w.x,w.y,w.z,w.w);
d-=r2*sqrt(r1*r1*(1.0-sn*sn)+sn*sn);
return vec2(d,1.0);
}
vec2 castRay( in vec3 ro, in vec3 rd )
{
float t = 0.0;
float m = -1.0;
for( int i=0; i<64; i++ )
{
vec2 res = scene( ro+rd*t );
t += res.x;
m = res.y;
if (res.x <= 0.001)return vec2( t, m );
}
return vec2( t, m );
}
vec3 get_normal(vec3 p)
{
vec3 eps = vec3(0.11, 0.0, 0.0);
float nx = scene(p + eps.xyy).x - scene(p - eps.xyy).x;
float ny = scene(p + eps.yxy).x - scene(p - eps.yxy).x;
float nz = scene(p + eps.yyx).x - scene(p - eps.yyx).x;
return normalize(vec3(nx, ny, nz));
}
float hex(vec2 p) {
p.x *= 0.57735*2.0;
p.y += mod(floor(p.x), 2.0)*0.5;
p = abs((mod(p, 1.0) - 0.5));
return abs(max(p.x*1.5 + p.y, p.y*2.0) - 1.0);
}
vec2 noise(vec2 t)
{
t=vec2(dot(t,vec2(127.1,311.7)),dot(t,vec2(269.5,183.3)));
t=fract(sin(t)*43758.5);
return t;
}
float voronoi(vec2 v)
{
vec2 r=floor(v);
vec2 e=fract(v);
float f=8.;
for(float u=-1.;u<=1.;u++)
for(float m=-1.;m<=1.;m++)
{
vec2 g=vec2(m,u);
vec2 d=noise(r+g);
d=.1+.5*sin(global.FrameCount+4.2831*d);
vec2 s=g+d-e;
float o=dot(s,s);
f=min(f,o);
}
return f;
}
float getBorder( in vec2 p )
{
float dis = voronoi( p );
return 1.0 - smoothstep( 0.0, .26, dis );
}
void main(void)
{
vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0;
p.x *= global.OutputSize.x / global.OutputSize.y;
vec3 ro = vec3(-0.5, 0., 4.);
vec3 rd = normalize(vec3(p, -1.4));
vec3 pos = ro;
float dist = 0.0;
vec2 result_raymarch = castRay(ro,rd);
dist = result_raymarch.x;
float f=1-hex(p*8.);
float voron = getBorder(1.8*p)*sin(f);
vec3 color2=(f*voron)*vec4(43./255.,73./255.,112./255.,0.0).rgb;
vec3 color = color2.rgb;
if (dist < 20.)
{
vec3 pos = ro + dist*rd;
vec3 n = get_normal(pos);
vec3 r = reflect(normalize(pos - ro), n);
vec3 h = -normalize(n + pos - ro);
vec3 gold = vec3(170./255.,127./255.,57./255.);
float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0);
float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0);
float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0);
float spec = pow(clamp(dot(h, normalize(vec3(1, 223./255., 170./255.))), 0.0, 1.0), 50.0);
float amb = 2.5;
color = diff*vec3(1, 1, 1) + diff2*gold + diff3*gold + spec*vec3(1, 0, 0) + amb*gold;
color /= dist;
}
FragColor = vec4(color, 1.0);
}