#version 450 // Ribbon Assault - 2014-02-26 // https://www.shadertoy.com/view/MdBGDK // Inspired by the 'Kali2 scope' - https://www.shadertoy.com/view/lsBGWK // Should be fast full-screen for everybody. : ) // Use mouse for manual movement. 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; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float gTime = iGlobalTime+11.0; float f = 3., g = 3.; vec2 res = iResolution.xy; #ifdef MOUSE vec2 mou = iMouse.xy; if (iMouse.z < 0.5) { mou = vec2(sin(gTime * .3)*sin(gTime * .17) * 1. + sin(gTime * .3),(1.0-cos(gTime * .632))*sin(gTime * .131)*1.0+cos(gTime * .3)); mou = (mou+1.0) * res; } #else vec2 mou = vec2(0.0, 0.0); mou = vec2(sin(gTime * .3)*sin(gTime * .17) * 1. + sin(gTime * .3),(1.0-cos(gTime * .632))*sin(gTime * .131)*1.0+cos(gTime * .3)); mou = (mou+1.0) * res; #endif vec2 z = ((-res+2.0 * fragCoord.xy) / res.y); vec2 p = ((-res+2.0+mou) / res.y); for( int i = 0; i < 20; i++) { float d = dot(z,z); z = (vec2( z.x, -z.y ) / d) + p; z.x = abs(z.x); f = max( f, (dot(z-p,z-p) )); g = min( g, sin(dot(z+p,z+p))+1.0); } f = abs(-log(f) / 3.5); g = abs(-log(g) / 8.0); fragColor = vec4(min(vec3(g, g*f, f), 1.0),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); }