#version 450 // Super Mario Bros. by HLorenzi 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; // Uncomment for totally random level! // Just to show off Mario's dynamic movements :P //#define TOTALLY_RANDOM_LEVEL 1 // Positions to start and end Mario simulation (relative to screen position) // You can try changing these! (the difference between the two should be a multiple of 4) // Put startX too close to endX, and Mario'll experience jittering! #define startX 0.0 #define endX 80.0 #define RGB(r,g,b) vec4(float(r)/255.0,float(g)/255.0,float(b)/255.0,1.0) #define SPRROW(x,a,b,c,d,e,f,g,h, i,j,k,l,m,n,o,p) (x <= 7 ? SPRROW_H(a,b,c,d,e,f,g,h) : SPRROW_H(i,j,k,l,m,n,o,p)) #define SPRROW_H(a,b,c,d,e,f,g,h) (a+4.0*(b+4.0*(c+4.0*(d+4.0*(e+4.0*(f+4.0*(g+4.0*(h)))))))) #define SECROW(x,a,b,c,d,e,f,g,h) (x <= 3 ? SECROW_H(a,b,c,d) : SECROW_H(e,f,g,h)) #define SECROW_H(a,b,c,d) (a+8.0*(b+8.0*(c+8.0*(d)))) #define SELECT(x,i) mod(floor(i/pow(4.0,float(x))),4.0) #define SELECTSEC(x,i) mod(floor(i/pow(8.0,float(x))),8.0) float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec4 sprGround(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,1.,0.,0.,0.,0.,0.,0.,0., 0.,2.,1.,0.,0.,0.,0.,1.); if (y == 14) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,1.,1.,1.,1.,2.); if (y == 13) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,1.,1.,1.,1.,2.); if (y == 12) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,1.,1.,1.,1.,2.); if (y == 11) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,2.,1.,1.,1.,2.); if (y == 10) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,1.,2.,2.,2.,2.,1.); if (y == 9) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,0.,0.,0.,0.,2.); if (y == 8) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,1.,1.,1.,1.,2.); if (y == 7) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,1.,1.,1.,1.,2.); if (y == 6) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,2.,0.,1.,1.,1.,1.,2.); if (y == 5) col = SPRROW(x,2.,2.,1.,1.,1.,1.,1.,1., 2.,0.,1.,1.,1.,1.,1.,2.); if (y == 4) col = SPRROW(x,0.,0.,2.,2.,1.,1.,1.,1., 2.,0.,1.,1.,1.,1.,1.,2.); if (y == 3) col = SPRROW(x,0.,1.,0.,0.,2.,2.,2.,2., 0.,1.,1.,1.,1.,1.,1.,2.); if (y == 2) col = SPRROW(x,0.,1.,1.,1.,0.,0.,0.,2., 0.,1.,1.,1.,1.,1.,1.,2.); if (y == 1) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,2., 0.,1.,1.,1.,1.,1.,2.,2.); if (y == 0) col = SPRROW(x,1.,2.,2.,2.,2.,2.,2.,1., 0.,2.,2.,2.,2.,2.,2.,1.); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(247,214,181); if (col == 1.0) return RGB(231,90,16); return RGB(0,0,0); } vec4 sprQuestionBlock(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,3.,0.,0.,0.,0.,0.,0.,0., 0.,0.,0.,0.,0.,0.,0.,3.); if (y == 14) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,2.); if (y == 13) col = SPRROW(x,0.,1.,2.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,2.,1.,2.); if (y == 12) col = SPRROW(x,0.,1.,1.,1.,1.,0.,0.,0., 0.,0.,1.,1.,1.,1.,1.,2.); if (y == 11) col = SPRROW(x,0.,1.,1.,1.,0.,0.,2.,2., 2.,0.,0.,1.,1.,1.,1.,2.); if (y == 10) col = SPRROW(x,0.,1.,1.,1.,0.,0.,2.,1., 1.,0.,0.,2.,1.,1.,1.,2.); if (y == 9) col = SPRROW(x,0.,1.,1.,1.,0.,0.,2.,1., 1.,0.,0.,2.,1.,1.,1.,2.); if (y == 8) col = SPRROW(x,0.,1.,1.,1.,1.,2.,2.,1., 0.,0.,0.,2.,1.,1.,1.,2.); if (y == 7) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,0., 0.,2.,2.,2.,1.,1.,1.,2.); if (y == 6) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,0., 0.,2.,1.,1.,1.,1.,1.,2.); if (y == 5) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 2.,2.,1.,1.,1.,1.,1.,2.); if (y == 4) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,0., 0.,0.,1.,1.,1.,1.,1.,2.); if (y == 3) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,0., 0.,2.,1.,1.,1.,1.,1.,2.); if (y == 2) col = SPRROW(x,0.,1.,2.,1.,1.,1.,1.,1., 2.,2.,1.,1.,1.,2.,1.,2.); if (y == 1) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,2.); if (y == 0) col = SPRROW(x,2.,2.,2.,2.,2.,2.,2.,2., 2.,2.,2.,2.,2.,2.,2.,2.); if (y < 0 || y > 15) return RGB(107,140,255); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(231,90,16); if (col == 1.0) return RGB(255,165,66); if (col == 2.0) return RGB(0,0,0); return RGB(107,140,255); } vec4 sprUsedBlock(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,3.,0.,0.,0.,0.,0.,0.,0., 0.,0.,0.,0.,0.,0.,0.,3.); if (y == 14) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 13) col = SPRROW(x,0.,1.,0.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,0.,1.,0.); if (y == 12) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 11) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 10) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 9) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 8) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 7) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 6) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 5) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 4) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 3) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 2) col = SPRROW(x,0.,1.,0.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,0.,1.,0.); if (y == 1) col = SPRROW(x,0.,1.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,1.,0.); if (y == 0) col = SPRROW(x,3.,0.,0.,0.,0.,0.,0.,0., 0.,0.,0.,0.,0.,0.,0.,3.); if (y < 0 || y > 15) return RGB(107,140,255); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(0,0,0); if (col == 1.0) return RGB(231,90,16); return RGB(107,140,255); } vec4 sprMarioJump(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,0.,0.,0.,0.,0.,0.,0.,0., 0.,0.,0.,0.,0.,2.,2.,2.); if (y == 14) col = SPRROW(x,0.,0.,0.,0.,0.,0.,1.,1., 1.,1.,1.,0.,0.,2.,2.,2.); if (y == 13) col = SPRROW(x,0.,0.,0.,0.,0.,1.,1.,1., 1.,1.,1.,1.,1.,1.,2.,2.); if (y == 12) col = SPRROW(x,0.,0.,0.,0.,0.,3.,3.,3., 2.,2.,3.,2.,0.,3.,3.,3.); if (y == 11) col = SPRROW(x,0.,0.,0.,0.,3.,2.,3.,2., 2.,2.,3.,2.,2.,3.,3.,3.); if (y == 10) col = SPRROW(x,0.,0.,0.,0.,3.,2.,3.,3., 2.,2.,2.,3.,2.,2.,2.,3.); if (y == 9) col = SPRROW(x,0.,0.,0.,0.,3.,3.,2.,2., 2.,2.,3.,3.,3.,3.,3.,0.); if (y == 8) col = SPRROW(x,0.,0.,0.,0.,0.,0.,2.,2., 2.,2.,2.,2.,2.,3.,0.,0.); if (y == 7) col = SPRROW(x,0.,0.,3.,3.,3.,3.,3.,1., 3.,3.,3.,1.,3.,0.,0.,0.); if (y == 6) col = SPRROW(x,0.,3.,3.,3.,3.,3.,3.,3., 1.,3.,3.,3.,1.,0.,0.,3.); if (y == 5) col = SPRROW(x,2.,2.,3.,3.,3.,3.,3.,3., 1.,1.,1.,1.,1.,0.,0.,3.); if (y == 4) col = SPRROW(x,2.,2.,2.,0.,1.,1.,3.,1., 1.,2.,1.,1.,2.,1.,3.,3.); if (y == 3) col = SPRROW(x,0.,2.,0.,3.,1.,1.,1.,1., 1.,1.,1.,1.,1.,1.,3.,3.); if (y == 2) col = SPRROW(x,0.,0.,3.,3.,3.,1.,1.,1., 1.,1.,1.,1.,1.,1.,3.,3.); if (y == 1) col = SPRROW(x,0.,3.,3.,3.,1.,1.,1.,1., 1.,1.,1.,0.,0.,0.,0.,0.); if (y == 0) col = SPRROW(x,0.,3.,0.,0.,1.,1.,1.,1., 0.,0.,0.,0.,0.,0.,0.,0.); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(0,0,0); if (col == 1.0) return RGB(177,52,37); if (col == 2.0) return RGB(227,157,37); if (col == 3.0) return RGB(106,107,4); return RGB(0,0,0); } vec4 sprMarioWalk3(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,0.,0.,0.,0.,0.,1.,1.,1., 1.,1.,0.,0.,0.,0.,0.,0.); if (y == 14) col = SPRROW(x,0.,0.,0.,0.,1.,1.,1.,1., 1.,1.,1.,1.,1.,0.,0.,0.); if (y == 13) col = SPRROW(x,0.,0.,0.,0.,3.,3.,3.,2., 2.,3.,2.,0.,0.,0.,0.,0.); if (y == 12) col = SPRROW(x,0.,0.,0.,3.,2.,3.,2.,2., 2.,3.,2.,2.,2.,0.,0.,0.); if (y == 11) col = SPRROW(x,0.,0.,0.,3.,2.,3.,3.,2., 2.,2.,3.,2.,2.,2.,0.,0.); if (y == 10) col = SPRROW(x,0.,0.,0.,3.,3.,2.,2.,2., 2.,3.,3.,3.,3.,0.,0.,0.); if (y == 9) col = SPRROW(x,0.,0.,0.,0.,0.,2.,2.,2., 2.,2.,2.,2.,0.,0.,0.,0.); if (y == 8) col = SPRROW(x,0.,0.,3.,3.,3.,3.,1.,1., 3.,3.,0.,0.,0.,0.,0.,0.); if (y == 7) col = SPRROW(x,2.,2.,3.,3.,3.,3.,1.,1., 1.,3.,3.,3.,2.,2.,2.,0.); if (y == 6) col = SPRROW(x,2.,2.,2.,0.,3.,3.,1.,2., 1.,1.,1.,3.,3.,2.,2.,0.); if (y == 5) col = SPRROW(x,2.,2.,0.,0.,1.,1.,1.,1., 1.,1.,1.,0.,0.,3.,0.,0.); if (y == 4) col = SPRROW(x,0.,0.,0.,1.,1.,1.,1.,1., 1.,1.,1.,1.,3.,3.,0.,0.); if (y == 3) col = SPRROW(x,0.,0.,1.,1.,1.,1.,1.,1., 1.,1.,1.,1.,3.,3.,0.,0.); if (y == 2) col = SPRROW(x,0.,3.,3.,1.,1.,1.,0.,0., 0.,1.,1.,1.,3.,3.,0.,0.); if (y == 1) col = SPRROW(x,0.,3.,3.,3.,0.,0.,0.,0., 0.,0.,0.,0.,0.,0.,0.,0.); if (y == 0) col = SPRROW(x,0.,0.,3.,3.,3.,0.,0.,0., 0.,0.,0.,0.,0.,0.,0.,0.); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(0,0,0); if (col == 1.0) return RGB(177,52,37); if (col == 2.0) return RGB(227,157,37); if (col == 3.0) return RGB(106,107,4); return RGB(0,0,0); } vec4 sprMarioWalk2(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,0.,0.,0.,0.,0.,1.,1.,1., 1.,1.,0.,0.,0.,0.,0.,0.); if (y == 14) col = SPRROW(x,0.,0.,0.,0.,1.,1.,1.,1., 1.,1.,1.,1.,1.,0.,0.,0.); if (y == 13) col = SPRROW(x,0.,0.,0.,0.,3.,3.,3.,2., 2.,3.,2.,0.,0.,0.,0.,0.); if (y == 12) col = SPRROW(x,0.,0.,0.,3.,2.,3.,2.,2., 2.,3.,2.,2.,2.,0.,0.,0.); if (y == 11) col = SPRROW(x,0.,0.,0.,3.,2.,3.,3.,2., 2.,2.,3.,2.,2.,2.,0.,0.); if (y == 10) col = SPRROW(x,0.,0.,0.,3.,3.,2.,2.,2., 2.,3.,3.,3.,3.,0.,0.,0.); if (y == 9) col = SPRROW(x,0.,0.,0.,0.,0.,2.,2.,2., 2.,2.,2.,2.,0.,0.,0.,0.); if (y == 8) col = SPRROW(x,0.,0.,0.,0.,3.,3.,1.,3., 3.,3.,0.,0.,0.,0.,0.,0.); if (y == 7) col = SPRROW(x,0.,0.,0.,3.,3.,3.,3.,1., 1.,3.,3.,0.,0.,0.,0.,0.); if (y == 6) col = SPRROW(x,0.,0.,0.,3.,3.,3.,1.,1., 2.,1.,1.,2.,0.,0.,0.,0.); if (y == 5) col = SPRROW(x,0.,0.,0.,3.,3.,3.,3.,1., 1.,1.,1.,1.,0.,0.,0.,0.); if (y == 4) col = SPRROW(x,0.,0.,0.,1.,3.,3.,2.,2., 2.,1.,1.,1.,0.,0.,0.,0.); if (y == 3) col = SPRROW(x,0.,0.,0.,0.,1.,3.,2.,2., 1.,1.,1.,0.,0.,0.,0.,0.); if (y == 2) col = SPRROW(x,0.,0.,0.,0.,0.,1.,1.,1., 3.,3.,3.,0.,0.,0.,0.,0.); if (y == 1) col = SPRROW(x,0.,0.,0.,0.,0.,3.,3.,3., 3.,3.,3.,3.,0.,0.,0.,0.); if (y == 0) col = SPRROW(x,0.,0.,0.,0.,0.,3.,3.,3., 3.,0.,0.,0.,0.,0.,0.,0.); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(0,0,0); if (col == 1.0) return RGB(177,52,37); if (col == 2.0) return RGB(227,157,37); if (col == 3.0) return RGB(106,107,4); return RGB(0,0,0); } vec4 sprMarioWalk1(int x, int y) { float col = 0.0; if (y == 15) col = SPRROW(x,0.,0.,0.,0.,0.,0.,0.,0., 0.,0.,0.,0.,0.,0.,0.,0.); if (y == 14) col = SPRROW(x,0.,0.,0.,0.,0.,0.,1.,1., 1.,1.,1.,0.,0.,0.,0.,0.); if (y == 13) col = SPRROW(x,0.,0.,0.,0.,0.,1.,1.,1., 1.,1.,1.,1.,1.,1.,0.,0.); if (y == 12) col = SPRROW(x,0.,0.,0.,0.,0.,3.,3.,3., 2.,2.,3.,2.,0.,0.,0.,0.); if (y == 11) col = SPRROW(x,0.,0.,0.,0.,3.,2.,3.,2., 2.,2.,3.,2.,2.,2.,0.,0.); if (y == 10) col = SPRROW(x,0.,0.,0.,0.,3.,2.,3.,3., 2.,2.,2.,3.,2.,2.,2.,0.); if (y == 9) col = SPRROW(x,0.,0.,0.,0.,3.,3.,2.,2., 2.,2.,3.,3.,3.,3.,0.,0.); if (y == 8) col = SPRROW(x,0.,0.,0.,0.,0.,0.,2.,2., 2.,2.,2.,2.,2.,0.,0.,0.); if (y == 7) col = SPRROW(x,0.,0.,0.,0.,0.,3.,3.,3., 3.,1.,3.,0.,2.,0.,0.,0.); if (y == 6) col = SPRROW(x,0.,0.,0.,0.,2.,3.,3.,3., 3.,3.,3.,2.,2.,2.,0.,0.); if (y == 5) col = SPRROW(x,0.,0.,0.,2.,2.,1.,3.,3., 3.,3.,3.,2.,2.,0.,0.,0.); if (y == 4) col = SPRROW(x,0.,0.,0.,3.,3.,1.,1.,1., 1.,1.,1.,1.,0.,0.,0.,0.); if (y == 3) col = SPRROW(x,0.,0.,0.,3.,1.,1.,1.,1., 1.,1.,1.,1.,0.,0.,0.,0.); if (y == 2) col = SPRROW(x,0.,0.,3.,3.,1.,1.,1.,0., 1.,1.,1.,0.,0.,0.,0.,0.); if (y == 1) col = SPRROW(x,0.,0.,3.,0.,0.,0.,0.,3., 3.,3.,0.,0.,0.,0.,0.,0.); if (y == 0) col = SPRROW(x,0.,0.,0.,0.,0.,0.,0.,3., 3.,3.,3.,0.,0.,0.,0.,0.); col = SELECT(mod(float(x),8.0),col); if (col == 0.0) return RGB(0,0,0); if (col == 1.0) return RGB(177,52,37); if (col == 2.0) return RGB(227,157,37); if (col == 3.0) return RGB(106,107,4); return RGB(0,0,0); } vec4 getTile(int t, int x, int y) { if (t == 0) return RGB(107,140,255); if (t == 1) return sprGround(x,y); if (t == 2) return sprQuestionBlock(x,y); if (t == 3) return sprUsedBlock(x,y); return RGB(107,140,255); } int getSection(int s, int x, int y) { float col = 0.0; if (s == 0) { if (y == 6) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 5) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 4) col = SECROW(x,0.,0.,3.,3.,3.,0.,0.,0.); if (y == 3) col = SECROW(x,0.,0.,2.,2.,2.,0.,0.,0.); if (y == 2) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 1) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y <= 0) col = SECROW(x,1.,1.,1.,1.,1.,1.,1.,1.); } if (s == 1) { if (y == 6) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 5) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 4) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 3) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 2) col = SECROW(x,0.,0.,0.,0.,0.,1.,0.,0.); if (y == 1) col = SECROW(x,0.,0.,0.,1.,1.,1.,0.,0.); if (y <= 0) col = SECROW(x,1.,1.,1.,1.,1.,1.,1.,1.); } if (s == 2) { if (y == 6) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 5) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 4) col = SECROW(x,0.,0.,3.,0.,0.,3.,0.,0.); if (y == 3) col = SECROW(x,0.,0.,2.,0.,0.,2.,0.,0.); if (y == 2) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 1) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y <= 0) col = SECROW(x,1.,1.,1.,1.,1.,1.,1.,1.); } if (s == 3) { if (y == 6) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 5) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 4) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 3) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 2) col = SECROW(x,0.,0.,0.,1.,1.,0.,0.,0.); if (y == 1) col = SECROW(x,0.,0.,0.,1.,1.,1.,0.,0.); if (y <= 0) col = SECROW(x,1.,1.,1.,1.,1.,1.,1.,1.); } if (s == 4) { if (y == 6) col = SECROW(x,0.,0.,0.,0.,3.,0.,0.,0.); if (y == 5) col = SECROW(x,0.,0.,0.,0.,2.,0.,0.,0.); if (y == 4) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 3) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 2) col = SECROW(x,0.,0.,0.,1.,1.,1.,0.,0.); if (y == 1) col = SECROW(x,0.,0.,0.,1.,1.,1.,0.,0.); if (y <= 0) col = SECROW(x,1.,1.,1.,1.,1.,1.,1.,1.); } if (s == 5) { if (y == 6) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 5) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 4) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 3) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 2) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y == 1) col = SECROW(x,0.,0.,0.,0.,0.,0.,0.,0.); if (y <= 0) col = SECROW(x,1.,1.,1.,0.,0.,1.,1.,1.); } return int(SELECTSEC(mod(float(x),4.0),col)); } int getBlock(int x, int y) { #ifdef TOTALLY_RANDOM_LEVEL int height = 1 + int(rand(vec2(int(float(x) / 3.0),2.3)) * 3.0); return (y < height ? 1 : 0); #else if (y > 6) return 0; int section = int(rand(vec2(int(float(x) / 8.0),3.0)) * 6.0); int sectionX = int(mod(float(x), 8.0)); return getSection(section,sectionX,y - int(rand(vec2(section,2.0)) * 0.0)); #endif } bool isSolid(int b) { return (b != 0); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { const float gameSpeed = 60.0; // Get the current game pixel // (Each game pixel is two screen pixels) // (or four, if the screen is larger) float x = fragCoord.x / 2.0; float y = fragCoord.y / 2.0; if (iResolution.y >= 640.0) { x /= 2.0; y /= 2.0; } if (iResolution.y < 200.0) { x *= 2.0; y *= 2.0; } // Just move the screen up for half a block's size y -= 8.0; // Get the grid index of the block at this pixel, // and of the block at the screen's leftmost position int firstBlockX = int((iGlobalTime * gameSpeed) / 16.0); int blockX = int((x + iGlobalTime * gameSpeed) / 16.0); int blockY = int(y / 16.0); // Ask for the block ID that exists in the current position int block = getBlock(blockX,blockY); // Get the fractional position inside current block int subx = int(mod((x + iGlobalTime * gameSpeed),16.0)); int suby = int(mod(y,16.0)); // Animate block if it's a Question Block if (block == 2) { if (blockX - firstBlockX == 5) { suby -= int(max(0.0,(sin(mod((iGlobalTime * gameSpeed / 16.0),1.0) * 3.141592 * 1.5) * 8.0))); } if ((floor((x + iGlobalTime * gameSpeed) / 16.0) - (iGlobalTime * gameSpeed) / 16.0) < 4.25) block = 3; // Animate block if it's on top of a Question Block } else if (block == 3) { block = 2; suby += 16; if (blockX - firstBlockX == 5) { suby -= int(max(0.0,(sin(mod((iGlobalTime * gameSpeed / 16.0),1.0) * 3.141592 * 1.5) * 8.0))); } } // Get the final color for this pixel // (Mario can override this later on) fragColor = getTile(block,subx,suby); // If this is the column where Mario stops simulating... // (it's the only column he can appear in) if (x >= endX && x < endX + 16.0) { // Screen position in pixels: // Every block is 16 pixels wide float screenX = iGlobalTime * gameSpeed; // Mario's starting position and speed float marioX = screenX + startX; float marioY = 16.0; float marioXSpd = 4.0; float marioYSpd = 0.0; // Find out the first empty block in this column, // starting from the bottom, as to put Mario on top of it for(int i = 1; i < 4; i++) { if (!isSolid(getBlock(int(marioX / 16.0), i))) { marioY = float(i) * 16.0; break; } } // Number of steps to simulate; // We'll simulate at 15 FPS and interpolate later, // hence the division by 4.0 // (Mario should actually be walking 1 pixel every 1/60th of a second, // but he'll be walking 4 pixels every 1/15th) const int simSteps = int((endX - startX) / 4.0); // Previous position, as to interpolate later, for high frame rates float lastX = 0.0; float lastY = 0.0; // Start simulating bool onGround = false; for(int sim = 0; sim < simSteps; sim++) { // Store the previous position lastX = marioX; lastY = marioY; // If Mario is inside a block, move him up // (This happens only at the start of the simulation, // sometimes because he is heads-up with a wall and // cannot make a jump properly) onGround = false; if (isSolid(getBlock(int(marioX / 16.0) + 1, int(marioY / 16.0)))) { marioY = (floor(marioY / 16.0) * 16.0) + 16.0; } // Next, pretty standard platforming code // Apply gravity and move in the Y-axis marioYSpd -= 2.5; marioY += marioYSpd; // If he is going up, // and if there is a block above him, // align him with the grid (as to avoid getting inside the block), // and invert his YSpeed, as to fall quickly (because he bounced his head) if (marioYSpd > 0.0) { if (isSolid(getBlock(int(floor((marioX + 12.0) / 16.0)), int(floor((marioY + 15.9) / 16.0))))) { marioYSpd *= -0.5; marioY = (floor(marioY / 16.0) * 16.0); } } // If he is going down, // and if there is a block beneath him, // align him with the grid (as to land properly on top of the block), // and mark him as onGround (to be able to perform a jump) if (marioYSpd < 0.0) { if (isSolid(getBlock(int(floor((marioX) / 16.0)), int(floor(marioY / 16.0)))) || isSolid(getBlock(int(floor((marioX + 15.9) / 16.0)), int(floor(marioY / 16.0))))) { marioYSpd = 0.0; marioY = (floor(marioY / 16.0) * 16.0) + 16.0; onGround = true; } } // Finally, move him in the X-axis // I assume here he'll never hit a block horizontally marioX += marioXSpd; // Now, if he's onGround, // and if there are blocks in front of him, // or if there is a pit right next to him, // set his YSpeed to jump if (onGround) { if (!isSolid(getBlock(int((marioX) / 16.0) + 1,0))) { marioYSpd = 15.5; } else if (isSolid(getBlock(int((marioX + 36.0) / 16.0), int((marioY + 24.0) / 16.0)))) { marioYSpd = 15.5; } else if (isSolid(getBlock(int((marioX) / 16.0) + 2, int((marioY + 8.0) / 16.0)))) { marioYSpd = 12.5; } else if (getBlock(int((marioX) / 16.0) + 1, int((marioY + 8.0) / 16.0) + 2) == 2) { marioYSpd = 15.5; } } } // Interpolate Y-pos for smooth high-frame-rate movement marioY = mix(lastY,marioY,mod(iGlobalTime * 15.0,1.0)) - 1.0; // Finally, if he appears at this row, fetch a pixel from his sprites if (y >= marioY && y < marioY + 16.0) { vec4 spr = vec4(0,0,0,0); if (onGround) { // Which frame? int f = int(mod(iGlobalTime * 10.0, 3.0)); if (f == 0) spr = sprMarioWalk1(int(x - (marioX - screenX)),int(y - marioY)); if (f == 1) spr = sprMarioWalk2(int(x - (marioX - screenX)),int(y - marioY)); if (f == 2) spr = sprMarioWalk3(int(x - (marioX - screenX)),int(y - marioY)); } else { spr = sprMarioJump(int(x - (marioX - screenX)),int(y - marioY)); } // Transparency check if (spr.x != 0.0) fragColor = spr; } } } void main(void) { //just some shit to wrap shadertoy's stuff vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy; FragCoord.y = -FragCoord.y; mainImage(FragColor,FragCoord); }