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add my shader from FB2019.
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142
procedural/mudlord-imsosorry.slang
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142
procedural/mudlord-imsosorry.slang
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#version 450
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// im so sorry
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// done for Flashback 2019 cracktro
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// written by mudlord.
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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 = 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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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)); }
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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)); }
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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); }
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float SuperFormula(float phi, float a, float b, float m, float n1, float n2, float n3)
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{
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return pow((pow(abs(cos(m*phi/4.0)/a),n2) + pow(abs(sin(m*phi/4.0)/b), n3)), -(1.0/n1));
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}
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vec2 scene(vec3 p)
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{
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p = rotatex(p, 0.18*global.FrameCount);
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p = rotatez(p, 0.20*global.FrameCount);
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p = rotatey(p, 0.22*global.FrameCount);
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float d=length(p);
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float sn=p.z/d;
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vec4 w =vec4(12.,6.,6.,16.);
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float r1=SuperFormula(atan(p.y,p.x),1.0+0.0025*sin(time),1.0,w.x,w.y,w.z,w.w);
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float r2=SuperFormula(asin(sn),1.0,1.0,w.x,w.y,w.z,w.w);
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d-=r2*sqrt(r1*r1*(1.0-sn*sn)+sn*sn);
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return vec2(d,1.0);
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}
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vec2 castRay( in vec3 ro, in vec3 rd )
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{
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float t = 0.0;
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float m = -1.0;
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for( int i=0; i<64; i++ )
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{
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vec2 res = scene( ro+rd*t );
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t += res.x;
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m = res.y;
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if (res.x <= 0.001)return vec2( t, m );
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}
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return vec2( t, m );
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}
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vec3 get_normal(vec3 p)
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{
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vec3 eps = vec3(0.11, 0.0, 0.0);
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float nx = scene(p + eps.xyy).x - scene(p - eps.xyy).x;
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float ny = scene(p + eps.yxy).x - scene(p - eps.yxy).x;
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float nz = scene(p + eps.yyx).x - scene(p - eps.yyx).x;
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return normalize(vec3(nx, ny, nz));
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}
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float hex(vec2 p) {
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p.x *= 0.57735*2.0;
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p.y += mod(floor(p.x), 2.0)*0.5;
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p = abs((mod(p, 1.0) - 0.5));
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return abs(max(p.x*1.5 + p.y, p.y*2.0) - 1.0);
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}
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vec2 noise(vec2 t)
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{
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t=vec2(dot(t,vec2(127.1,311.7)),dot(t,vec2(269.5,183.3)));
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t=fract(sin(t)*43758.5);
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return t;
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}
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float voronoi(vec2 v)
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{
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vec2 r=floor(v);
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vec2 e=fract(v);
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float f=8.;
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for(float u=-1.;u<=1.;u++)
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for(float m=-1.;m<=1.;m++)
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{
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vec2 g=vec2(m,u);
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vec2 d=noise(r+g);
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d=.1+.5*sin(global.FrameCount+4.2831*d);
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vec2 s=g+d-e;
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float o=dot(s,s);
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f=min(f,o);
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}
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return f;
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}
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float getBorder( in vec2 p )
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{
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float dis = voronoi( p );
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return 1.0 - smoothstep( 0.0, .26, dis );
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}
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void main(void)
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{
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vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0;
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p.x *= global.OutputSize.x / global.OutputSize.y;
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vec3 ro = vec3(-0.5, 0., 4.);
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vec3 rd = normalize(vec3(p, -1.4));
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vec3 pos = ro;
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float dist = 0.0;
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vec2 result_raymarch = castRay(ro,rd);
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dist = result_raymarch.x;
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float f=1-hex(p*8.);
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float voron = getBorder(1.8*p)*sin(f);
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vec3 color2=(f*voron)*vec4(43./255.,73./255.,112./255.,0.0).rgb;
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vec3 color = color2.rgb;
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if (dist < 20.)
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{
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vec3 pos = ro + dist*rd;
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vec3 n = get_normal(pos);
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vec3 r = reflect(normalize(pos - ro), n);
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vec3 h = -normalize(n + pos - ro);
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vec3 gold = vec3(170./255.,127./255.,57./255.);
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float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0);
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float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0);
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float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0);
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float spec = pow(clamp(dot(h, normalize(vec3(1, 223./255., 170./255.))), 0.0, 1.0), 50.0);
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float amb = 2.5;
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color = diff*vec3(1, 1, 1) + diff2*gold + diff3*gold + spec*vec3(1, 0, 0) + amb*gold;
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color /= dist;
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}
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FragColor = vec4(color, 1.0);
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}
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