#version 450 // The Eye - srtuss - 2014-10-08 // https://www.shadertoy.com/view/Xd2XDm // Another interesting, trippy 2D effect, with a cool retro colorset. // srtuss, 2014 // a fun little effect based on repetition and motion-blur :) // enjoy staring at the center, in fullscreen :) 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; #define pi2 3.1415926535897932384626433832795 float tri(float x, float s) { return (abs(fract(x / s) - 0.5) - 0.25) * s; } float hash(float x) { return fract(sin(x * 171.2972) * 18267.978 + 31.287); } vec3 pix(vec2 p, float t, float s) { s += floor(t * 0.25); float scl = (hash(s + 30.0) * 4.0); scl += sin(t * 2.0) * 0.25 + sin(t) * 0.5; t *= 3.0; vec2 pol = vec2(atan(p.y, p.x), length(p)); float v; float id = floor(pol.y * 2.0 * scl); pol.x += t * (hash(id + s) * 2.0 - 1.0) * 0.4; float si = hash(id + s * 2.0); float rp = floor(hash(id + s * 4.0) * 5.0 + 4.0); v = (abs(tri(pol.x, pi2 / rp)) - si * 0.1) * pol.y; v = max(v, abs(tri(pol.y, 1.0 / scl)) - (1.0 - si) * 0.11); v = smoothstep(0.01, 0.0, v); return vec3(v); } vec3 pix2(vec2 p, float t, float s) { return clamp(pix(p, t, s) - pix(p, t, s + 8.0) + pix(p * 0.1, t, s + 80.0) * 0.2, vec3(0.0), vec3(1.0)); } vec2 hash2(in vec2 p) { return fract(1965.5786 * vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077))); } #define globaltime (iGlobalTime - 2.555) vec3 blur(vec2 p) { vec3 ite = vec3(0.0); for(int i = 0; i < 20; i ++) { float tc = 0.15; ite += pix2(p, globaltime * 3.0 + (hash2(p + float(i)) - 0.5).x * tc, 5.0); } ite /= 20.0; ite += exp(fract(globaltime * 0.25 * 6.0) * -40.0) * 2.0; return ite; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; uv = 2.0 * uv - 1.0; uv.x *= iResolution.x / iResolution.y; uv += (vec2(hash(globaltime), hash(globaltime + 9.999)) - 0.5) * 0.03; vec3 c = vec3(blur(uv + vec2(0.005, 0.0)).x, blur(uv + vec2(0.0, 0.005)).y, blur(uv).z); c = pow(c, vec3(0.4, 0.6, 1.0) * 2.0) * 1.5; c *= exp(length(uv) * -1.0) * 2.5; c = pow(c, vec3(1.0 / 2.2)); fragColor = vec4(c, 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); }