#version 450 // All effects created by inigo quilez - iq/2013-2017 // Hexagons - distance : https://www.shadertoy.com/view/Xd2GR3 // Voronoi - smooth : https://www.shadertoy.com/view/ldB3zc // Color grid : https://www.shadertoy.com/view/4dBSRK // Voronoi - metrics : https://www.shadertoy.com/view/MdSGRc // Iterations - shiny : https://www.shadertoy.com/view/MslXz8 // Fractal Tiling : https://www.shadertoy.com/view/Ml2GWy // Bubbles : https://www.shadertoy.com/view/4dl3zn // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // modified for slang border shader by hunterk layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float aspect_x; float aspect_y; float integer_scale; float overscale; float border_zoom; float border_speed; float effect; float scanline_toggle; float interp_toggle; float THICKNESS; float DARKNESS; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter effect "Effect Choice" 1.0 1.0 7.0 1.0 #pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0 #pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0 #pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0 #pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0 #pragma parameter border_zoom "Border Zoom" 8.0 0.5 16.0 0.5 #pragma parameter border_speed "Border Animation Speed" 0.5 0.5 10 0.5 #pragma parameter interp_toggle "Sharpen Linear Scaling" 0.0 0.0 1.0 1.0 #pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0 #pragma parameter THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0 #pragma parameter DARKNESS "Scanline Darkness" 0.35 0.0 1.0 0.05 #pragma parameter OS_MASK_TOP "Overscan Mask Top" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_BOTTOM "Overscan Mask Bottom" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_LEFT "Overscan Mask Left" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_RIGHT "Overscan Mask Right" 0.0 0.0 1.0 0.005 #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 border_coord; layout(location = 1) out vec2 screen_coord; void main() { gl_Position = global.MVP * Position; vec2 out_res = params.OutputSize.xy; vec2 corrected_size = params.SourceSize.xy * vec2(params.aspect_x / params.aspect_y, 1.0) * vec2(params.SourceSize.y / params.SourceSize.x, 1.0); float full_scale = (params.integer_scale > 0.5) ? floor(params.OutputSize.y / params.SourceSize.y) + params.overscale : params.OutputSize.y / params.SourceSize.y; vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale; vec2 middle = vec2(0.49999, 0.49999); vec2 diff = TexCoord.xy - middle; screen_coord = middle + diff * scale; border_coord = TexCoord.xy; } #pragma stage fragment layout(location = 0) in vec2 border_coord; layout(location = 1) in vec2 screen_coord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D Original; layout(set = 0, binding = 4) uniform sampler2D iChannel0; vec4 fractal_tiling(vec2 iResolution, vec2 fragCoord) { vec2 pos = 256.0*fragCoord.xy/iResolution.x + params.FrameCount / (15.0 / params.border_speed); vec3 col = vec3(0.0); for( int i=0; i<6; i++ ) { vec2 a = floor(pos); vec2 b = fract(pos); vec4 w = fract((sin(a.x*7.0+31.0*a.y + 0.01* params.FrameCount / (15.0 / params.border_speed))+vec4(0.035,0.01,0.0,0.7))*13.545317); // randoms col += w.xyz * // color smoothstep(0.45,0.55,w.w) * // intensity sqrt( 16.0*b.x*b.y*(1.0-b.x)*(1.0-b.y) ); // pattern pos /= 2.0; // lacunarity col /= 2.0; // attenuate high frequencies } col = pow( 2.5*col, vec3(1.0,1.0,0.7) ); // contrast and color shape return vec4( col, 1.0 ); } vec4 bubbles(vec2 iResolution, vec2 fragCoord) { vec2 uv = -1.0 + 2.0*fragCoord.xy / iResolution.xy; uv.x *= iResolution.x / iResolution.y; // background vec3 color = vec3(0.8 + 0.2*uv.y); // bubbles for( int i=0; i<20; i++ ) { // bubble seeds float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5; float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 ); float pox = sin(float(i)*321.55+4.1) * iResolution.x / iResolution.y; // buble size, position and color float rad = 0.1 + 0.5*siz; vec2 pos = vec2( pox, -1.0 * (-1.0-rad + (2.0+2.0*rad)*mod(pha+0.1*(params.FrameCount / (15.0 / params.border_speed))*(0.2+0.8*siz),1.0))); float dis = length( uv - pos ); vec3 col = mix( vec3(0.94,0.3,0.0), vec3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9)); // col+= 8.0*smoothstep( rad*0.95, rad, dis ); // render float f = length(uv-pos)/rad; f = sqrt(clamp(1.0-f*f,0.0,1.0)); color -= col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f; } // vigneting color *= sqrt(1.5-0.5*length(uv)); return vec4(color,1.0); } vec4 hexagon( vec2 p ) { vec2 q = vec2( p.x*2.0*0.5773503, p.y + p.x*0.5773503 ); vec2 pi = floor(q); vec2 pf = fract(q); float v = mod(pi.x + pi.y, 3.0); float ca = step(1.0,v); float cb = step(2.0,v); vec2 ma = step(pf.xy,pf.yx); // distance to borders float e = dot( ma, 1.0-pf.yx + ca*(pf.x+pf.y-1.0) + cb*(pf.yx-2.0*pf.xy) ); // distance to center p = vec2( q.x + floor(0.5+p.y/1.5), 4.0*p.y/3.0 )*0.5 + 0.5; float f = length( (fract(p) - 0.5)*vec2(1.0,0.85) ); return vec4( pi + ca - cb*ma, e, f ); } float hash( vec2 p ) { float n = dot(p,vec2(127.1,311.7) ); return fract(sin(n)*43758.5453); } float hash1( float n ) { return fract(sin(n)*43758.5453); } vec2 hash2( vec2 p ) { p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) ); return fract(sin(p)*43758.5453); } float noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; vec2 rg = texture(iChannel0, (uv+0.5) / 32.0, -1.0).yx; return mix( rg.x, rg.y, f.z ); } vec4 hexagons_bg(vec2 coord, vec2 output_size, float frame_count) { vec2 uv = coord; vec2 pos = (-output_size.xy + 8.0 * (coord * output_size.xy))/ output_size.y; float timer = frame_count * 0.05 * params.border_speed; // distort pos *= 1.0 + 0.9*length(pos); // gray vec4 h = hexagon(8.0*pos + 0.5*timer); float n = noise( vec3(0.3*h.xy+timer*0.1,timer) ); vec3 col = 0.15 + 0.15*hash(h.xy+1.2)*vec3(1.0); col *= smoothstep( 0.10, 0.11, h.z ); col *= smoothstep( 0.10, 0.11, h.w ); col *= 1.0 + 0.15*sin(40.0*h.z); col *= 0.75 + 0.5*h.z*n; // red h = hexagon(6.0*pos + 0.6*timer); n = noise( vec3(0.3*h.xy+timer*0.1, timer) ); vec3 colb = 0.9 + 0.8*sin( hash(h.xy)*1.5 + 2.0 + vec3(0.0,1.0,1.0) ); colb *= smoothstep( 0.10, 0.11, h.z ); colb *= 1.0 + 0.15*sin(40.0*h.z); colb *= 0.75 + 0.5*h.z*n; h = hexagon(6.0*(pos+0.1*vec2(-1.3,1.0)) + 0.6*timer); col *= 1.0-0.8*smoothstep(0.45,0.451,noise( vec3(0.3*h.xy+timer*0.1,timer) )); col = mix( col, colb, smoothstep(0.45,0.451,n) ); col *= pow( 16.0*uv.x*(1.0-uv.x)*uv.y*(1.0-uv.y), 0.1 ); return vec4(col, 1.0); } vec4 voronoi_1( in vec2 x, float w, float frame_count ) { vec2 n = floor( x ); vec2 f = fract( x ); vec4 m = vec4( 8.0, 0.0, 0.0, 0.0 ); for( int j=-1; j<=2; j++ ) for( int i=-1; i<=2; i++ ) { vec2 g = vec2( float(i),float(j) ); vec2 o = vec2(hash( n + g )); // animate o = 0.5 + 0.5*sin( 0.01 * frame_count + 6.2831*o ); // distance to cell float d = length(g - f + o); // do the smooth min for colors and distances vec3 col = 0.5 + 0.5*sin( hash1(dot(n+g,vec2(7.0,113.0)))*2.5 + 3.5 + vec3(2.0,3.0,0.0)); float h = smoothstep( 0.0, 1.0, 0.5 + 0.5*(m.x-d)/w ); m.x = mix( m.x, d, h ) - h*(1.0-h)*w/(1.0+3.0*w); // distance m.yzw = mix( m.yzw, col, h ) - h*(1.0-h)*w/(1.0+3.0*w); // cioloe } return m; } vec4 voronoi_smooth(vec2 texture_size, float frame_count, vec2 uv) { vec2 p = uv * vec2(2.0,1.0); float k = 2.0 + 70.0 * pow( 0.5 + 0.5*sin(0.25*6.2831*0.03 * frame_count), 4.0 ); k = 0.5 - 0.5*cos(0.25*6.2831*0.01 * frame_count); vec4 c = voronoi_1( 6.0*p, k, frame_count ); vec3 col = c.yzw; col *= 1.0 - 0.8*c.x*step(p.y,0.33); col *= mix(c.x,1.0,step(p.y,0.66)); col *= smoothstep( 0.005, 0.007, abs(p.y-0.33) ); col *= smoothstep( 0.005, 0.007, abs(p.y-0.66) ); return vec4( col, 1.0 ); } vec4 voronoi_2( in vec2 x, float mode, float timer ) { vec2 n = floor( x ); vec2 f = fract( x ); vec3 m = vec3( 8.0 ); float m2 = 8.0; for( int j=-1; j<=2; j++ ) for( int i=-1; i<=2; i++ ) { vec2 g = vec2( float(i),float(j) ); vec2 o = hash2( n + g ); // animate o = 0.5 + 0.5*sin( timer + 6.2831*o ); vec2 r = g - f + o; // euclidean vec2 d0 = vec2( sqrt(dot(r,r)), 1.0 ); // manhattam vec2 d1 = vec2( 0.71*(abs(r.x) + abs(r.y)), 1.0 ); // triangular vec2 d2 = vec2( max(abs(r.x)*0.866025+r.y*0.5,-r.y), step(0.0,0.5*abs(r.x)+0.866025*r.y)*(1.0+step(0.0,r.x)) ); vec2 d = d0; if( mode<3.0 ) d=mix( d2, d0, fract(mode) ); if( mode<2.0 ) d=mix( d1, d2, fract(mode) ); if( mode<1.0 ) d=mix( d0, d1, fract(mode) ); if( d.x 0.5 && (lines < (1.0 / scale_factor * params.THICKNESS))) ? frame * vec4(lightness, lightness, lightness, lightness) : frame; } vec2 interp_coord(vec2 coord, vec2 texture_size) { vec2 p = coord.xy; p = p * texture_size.xy + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; // Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression! f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0)); p = i + f; p = (p - vec2(0.5, 0.5)) * 1.0 / texture_size; return p; } vec4 border(vec2 screen_coord, vec2 border_coord, vec2 texture_size, vec2 video_size, vec2 output_size, float frame_count, sampler2D decal) { vec4 background; if (params.effect == 1.0) background = hexagons_bg(border_coord * (2.0 / params.border_zoom), output_size.xy, frame_count); else if (params.effect == 2.0) background = voronoi_smooth(texture_size, frame_count, border_coord); else if (params.effect == 3.0) background = colorgrid(texture_size, frame_count * 6.0, border_coord / vec2(output_size.y / output_size.x, 1.0)); else if (params.effect == 4.0) background = shiny_iterations(texture_size, frame_count, border_coord); else if (params.effect == 5.0) background = bubbles(texture_size.xy, border_coord / vec2(output_size.y / output_size.x, 1.0) * (15.0 * params.border_zoom)); else if (params.effect == 6.0) background = voronoi_metrics(texture_size, frame_count / 10 * params.border_speed, border_coord * 75.0 * params.border_zoom); else background = fractal_tiling(texture_size.xy, border_coord / vec2(output_size.y / output_size.x, 1.0) * (30.0 * params.border_zoom)); vec2 coord = (params.interp_toggle < 0.5) ? screen_coord : interp_coord(screen_coord, texture_size); vec4 frame = texture(decal, coord); frame = scanlines(frame, coord * 1.0001, texture_size, video_size, output_size); vec2 fragcoord = (coord.xy); if (fragcoord.x < 1.0 - params.OS_MASK_RIGHT && fragcoord.x > 0.0 + params.OS_MASK_LEFT && fragcoord.y < 1.0 - params.OS_MASK_BOTTOM && fragcoord.y > 0.0 + params.OS_MASK_TOP) return frame; else return background; } void main() { FragColor = border(screen_coord, border_coord, params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy, float(params.FrameCount), Source); }