#version 450 // Bokeh Parallax - knarkowicz - 2017-04-12 // https://www.shadertoy.com/view/4s2yW1 // Feeling artsy 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; const float MATH_PI = float( 3.14159265359 ); void Rotate( inout vec2 p, float a ) { p = cos( a ) * p + sin( a ) * vec2( p.y, -p.x ); } float Circle( vec2 p, float r ) { return ( length( p / r ) - 1.0 ) * r; } float Rand( vec2 c ) { return fract( sin( dot( c.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 ); } float saturate( float x ) { return clamp( x, 0.0, 1.0 ); } void BokehLayer( inout vec3 color, vec2 p, vec3 c ) { float wrap = 450.0; if ( mod( floor( p.y / wrap + 0.5 ), 2.0 ) == 0.0 ) { p.x += wrap * 0.5; } vec2 p2 = mod( p + 0.5 * wrap, wrap ) - 0.5 * wrap; vec2 cell = floor( p / wrap + 0.5 ); float cellR = Rand( cell ); c *= fract( cellR * 3.33 + 3.33 ); float radius = mix( 30.0, 70.0, fract( cellR * 7.77 + 7.77 ) ); p2.x *= mix( 0.9, 1.1, fract( cellR * 11.13 + 11.13 ) ); p2.y *= mix( 0.9, 1.1, fract( cellR * 17.17 + 17.17 ) ); float sdf = Circle( p2, radius ); float circle = 1.0 - smoothstep( 0.0, 1.0, sdf * 0.04 ); float glow = exp( -sdf * 0.025 ) * 0.3 * ( 1.0 - circle ); color += c * ( circle + glow ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec2 p = ( 2.0 * fragCoord - iResolution.xy ) / iResolution.x * 1000.0; // background vec3 color = mix( vec3( 0.3, 0.1, 0.3 ), vec3( 0.1, 0.4, 0.5 ), dot( uv, vec2( 0.2, 0.7 ) ) ); float time = iGlobalTime - 15.0; Rotate( p, 0.2 + time * 0.03 ); BokehLayer( color, p + vec2( -50.0 * time + 0.0, 0.0 ), 3.0 * vec3( 0.4, 0.1, 0.2 ) ); Rotate( p, 0.3 - time * 0.05 ); BokehLayer( color, p + vec2( -70.0 * time + 33.0, -33.0 ), 3.5 * vec3( 0.6, 0.4, 0.2 ) ); Rotate( p, 0.5 + time * 0.07 ); BokehLayer( color, p + vec2( -60.0 * time + 55.0, 55.0 ), 3.0 * vec3( 0.4, 0.3, 0.2 ) ); Rotate( p, 0.9 - time * 0.03 ); BokehLayer( color, p + vec2( -25.0 * time + 77.0, 77.0 ), 3.0 * vec3( 0.4, 0.2, 0.1 ) ); Rotate( p, 0.0 + time * 0.05 ); BokehLayer( color, p + vec2( -15.0 * time + 99.0, 99.0 ), 3.0 * vec3( 0.2, 0.0, 0.4 ) ); fragColor = vec4( color, 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); }