mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
148 lines
3.9 KiB
Plaintext
148 lines
3.9 KiB
Plaintext
#version 450
|
|
// im so sorry
|
|
// done for Flashback 2019 cracktro
|
|
// written by mudlord.
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
uint FrameCount;
|
|
float SPEED;
|
|
} global;
|
|
|
|
#pragma parameter SPEED "Animation Speed" 0.5 0.0 1.0 0.05
|
|
#define time global.FrameCount / 10. * global.SPEED
|
|
|
|
#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 = Position.xy;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
vec3 rotatex(in vec3 p, float ang) { return vec3(p.x, p.y*cos(ang) - p.z*sin(ang), p.y*sin(ang) + p.z*cos(ang)); }
|
|
vec3 rotatey(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.z*sin(ang), p.y, p.x*sin(ang) + p.z*cos(ang)); }
|
|
vec3 rotatez(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.y*sin(ang), p.x*sin(ang) + p.y*cos(ang), p.z); }
|
|
|
|
float SuperFormula(float phi, float a, float b, float m, float n1, float n2, float n3)
|
|
{
|
|
return pow((pow(abs(cos(m*phi/4.0)/a),n2) + pow(abs(sin(m*phi/4.0)/b), n3)), -(1.0/n1));
|
|
}
|
|
|
|
vec2 scene(vec3 p)
|
|
{
|
|
p = rotatex(p, 0.18*time);
|
|
p = rotatez(p, 0.20*time);
|
|
p = rotatey(p, 0.22*time);
|
|
float d=length(p);
|
|
float sn=p.z/d;
|
|
vec4 w =vec4(12.,6.,6.,16.);
|
|
float r1=SuperFormula(atan(p.y,p.x),1.0+0.0025*sin(time),1.0,w.x,w.y,w.z,w.w);
|
|
float r2=SuperFormula(asin(sn),1.0,1.0,w.x,w.y,w.z,w.w);
|
|
d-=r2*sqrt(r1*r1*(1.0-sn*sn)+sn*sn);
|
|
return vec2(d,1.0);
|
|
}
|
|
vec2 castRay( in vec3 ro, in vec3 rd )
|
|
{
|
|
float t = 0.0;
|
|
float m = -1.0;
|
|
for( int i=0; i<64; i++ )
|
|
{
|
|
vec2 res = scene( ro+rd*t );
|
|
t += res.x;
|
|
m = res.y;
|
|
if (res.x <= 0.001)return vec2( t, m );
|
|
}
|
|
return vec2( t, m );
|
|
}
|
|
vec3 get_normal(vec3 p)
|
|
{
|
|
vec3 eps = vec3(0.11, 0.0, 0.0);
|
|
float nx = scene(p + eps.xyy).x - scene(p - eps.xyy).x;
|
|
float ny = scene(p + eps.yxy).x - scene(p - eps.yxy).x;
|
|
float nz = scene(p + eps.yyx).x - scene(p - eps.yyx).x;
|
|
return normalize(vec3(nx, ny, nz));
|
|
}
|
|
|
|
float hex(vec2 p) {
|
|
p.x *= 0.57735*2.0;
|
|
p.y += mod(floor(p.x), 2.0)*0.5;
|
|
p = abs((mod(p, 1.0) - 0.5));
|
|
return abs(max(p.x*1.5 + p.y, p.y*2.0) - 1.0);
|
|
}
|
|
vec2 noise(vec2 t)
|
|
{
|
|
t=vec2(dot(t,vec2(127.1,311.7)),dot(t,vec2(269.5,183.3)));
|
|
t=fract(sin(t)*43758.5);
|
|
return t;
|
|
}
|
|
|
|
float voronoi(vec2 v)
|
|
{
|
|
vec2 r=floor(v);
|
|
vec2 e=fract(v);
|
|
float f=8.;
|
|
for(float u=-1.;u<=1.;u++)
|
|
for(float m=-1.;m<=1.;m++)
|
|
{
|
|
vec2 g=vec2(m,u);
|
|
vec2 d=noise(r+g);
|
|
d=.1+.5*sin(time+4.2831*d);
|
|
vec2 s=g+d-e;
|
|
float o=dot(s,s);
|
|
f=min(f,o);
|
|
}
|
|
return f;
|
|
}
|
|
|
|
float getBorder( in vec2 p )
|
|
{
|
|
float dis = voronoi( p );
|
|
|
|
return 1.0 - smoothstep( 0.0, .26, dis );
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0;
|
|
p.x *= global.OutputSize.x / global.OutputSize.y;
|
|
vec3 ro = vec3(-0.5, 0., 4.);
|
|
vec3 rd = normalize(vec3(p, -1.4));
|
|
vec3 pos = ro;
|
|
float dist = 0.0;
|
|
vec2 result_raymarch = castRay(ro,rd);
|
|
dist = result_raymarch.x;
|
|
|
|
float f=1-hex(p*8.);
|
|
float voron = getBorder(1.8*p)*sin(f);
|
|
vec3 color2=(f*voron)*vec4(43./255.,73./255.,112./255.,0.0).rgb;
|
|
vec3 color = color2.rgb;
|
|
if (dist < 20.)
|
|
{
|
|
vec3 pos = ro + dist*rd;
|
|
vec3 n = get_normal(pos);
|
|
vec3 r = reflect(normalize(pos - ro), n);
|
|
vec3 h = -normalize(n + pos - ro);
|
|
vec3 gold = vec3(170./255.,127./255.,57./255.);
|
|
float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0);
|
|
float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0);
|
|
float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0);
|
|
float spec = pow(clamp(dot(h, normalize(vec3(1, 223./255., 170./255.))), 0.0, 1.0), 50.0);
|
|
float amb = 2.5;
|
|
color = diff*vec3(1, 1, 1) + diff2*gold + diff3*gold + spec*vec3(1, 0, 0) + amb*gold;
|
|
color /= dist;
|
|
}
|
|
FragColor = vec4(color, 1.0);
|
|
}
|