#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; float SPEED; } global; #pragma parameter SPEED "Animation Speed" 0.5 0.0 1.0 0.05 #define time global.FrameCount / 10. * global.SPEED #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*time); p = rotatez(p, 0.20*time); p = rotatey(p, 0.22*time); 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(time+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); }