slang-shaders/procedural/srtuss-star-swirl.slang
2018-02-24 02:20:43 +01:00

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#version 450
// Star Swirl - srtuss - 2014-10-08
// https://www.shadertoy.com/view/Xd2XDm
// playing around in with 2d things. has an 178 bpm breakbeat in it ^^
// srtuss, 2014
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;
#define pi 3.1415926535897932384626433832795
float tri(float x)
{
return abs(fract(x) * 2.0 - 1.0);
}
float dt(vec2 uv, float t)
{
vec2 p = mod(uv * 10.0, 2.0) - 1.0;
float v = 1.0 / (dot(p, p) + 0.01);
p = mod(uv * 11.0, 2.0) - 1.0;
v += 0.5 / (dot(p, p) + 0.01);
return v * (sin(uv.y * 2.0 + t * 8.0) + 1.5);
}
float fun(vec2 uv, float a, float t)
{
float beat = t * 178.0 / 4.0 / 60.0;
float e = floor(beat) * 0.1 + 1.0;
beat = fract(beat) * 16.0;
float b1 = 1.0 - mod(beat, 10.0) / 10.0;
float b2 = mod(beat, 8.0) / 8.0;
b1 = exp(b1 * -1.0) * 0.1;
b2 = exp(b2 * -4.0);
e = floor(fract(sin(e * 272.0972) * 10802.5892) * 4.0) + 1.0;
float l = length(uv);
float xx = l - 0.5 + sin(mod(l * 0.5 - beat / 16.0, 1.0) * pi * 2.0);
a += exp(xx * xx * -10.0) * 0.05;
vec2 pp = vec2(a * e + l * sin(t * 0.4) * 2.0, l);
pp.y = exp(l * -2.0) * 10.0 + tri(pp.x) + t * 2.0 - b1 * 4.0;
float v = pp.y;
v = sin(v) + sin(v * 0.5) + sin(v * 3.0) * 0.2;
v = fract(v) + b2 * 0.2;
v += exp(l * -4.5);
v += dt(pp * vec2(0.5, 1.0), t) * 0.01;
return v;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float t = iGlobalTime;
vec2 uv = fragCoord.xy / iResolution.xy * 2.0 - 1.0;
uv.x *= 0.7 * iResolution.x / iResolution.y;
float an = atan(uv.y, uv.x) / pi;
float a = 0.02;
float v =
fun(uv, an, t + a * -3.) +
fun(uv, an, t + a * -2.) * 6. +
fun(uv, an, t + a * -1.) * 15. +
fun(uv, an, t + a * 0.) * 20. +
fun(uv, an, t + a * 1.) * 15. +
fun(uv, an, t + a * 2.) * 6. +
fun(uv, an, t + a * 3.);
v /= 64.0;
vec3 col;
col = clamp(col, vec3(0.0), vec3(1.0));
col = pow(vec3(v, v, v), vec3(0.5, 2.0, 1.5) * 8.0) * 3.0;
col = pow(col, vec3(1.0 / 2.2));
fragColor = vec4(col, 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);
}