mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
103 lines
2.3 KiB
Plaintext
103 lines
2.3 KiB
Plaintext
#version 450
|
|
// Simple flame in distance field.
|
|
// XT9S - https://www.shadertoy.com/view/MdX3zr
|
|
|
|
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;
|
|
|
|
float noise(vec3 p) //Thx to Las^Mercury
|
|
{
|
|
vec3 i = floor(p);
|
|
vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
|
|
vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
|
|
a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
|
|
a.xy = mix(a.xz, a.yw, f.y);
|
|
return mix(a.x, a.y, f.z);
|
|
}
|
|
|
|
float sphere(vec3 p, vec4 spr)
|
|
{
|
|
return length(spr.xyz-p) - spr.w;
|
|
}
|
|
|
|
float flame(vec3 p)
|
|
{
|
|
float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.));
|
|
return d + (noise(p+vec3(.0,iGlobalTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
|
|
}
|
|
|
|
float scene(vec3 p)
|
|
{
|
|
return min(100.-length(p) , abs(flame(p)) );
|
|
}
|
|
|
|
vec4 raymarch(vec3 org, vec3 dir)
|
|
{
|
|
float d = 0.0, glow = 0.0, eps = 0.02;
|
|
vec3 p = org;
|
|
bool glowed = false;
|
|
|
|
for(int i=0; i<64; i++)
|
|
{
|
|
d = scene(p) + eps;
|
|
p += d * dir;
|
|
if( d>eps )
|
|
{
|
|
if(flame(p) < .0)
|
|
glowed=true;
|
|
if(glowed)
|
|
glow = float(i)/64.;
|
|
}
|
|
}
|
|
return vec4(p,glow);
|
|
}
|
|
|
|
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
|
{
|
|
vec2 v = -1.0 + 2.0 * fragCoord.xy / iResolution.xy;
|
|
v.x *= iResolution.x/iResolution.y;
|
|
|
|
vec3 org = vec3(0., -2., 4.);
|
|
vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5));
|
|
|
|
vec4 p = raymarch(org, dir);
|
|
float glow = p.w;
|
|
|
|
vec4 col = mix(vec4(1.,.5,.1,1.), vec4(0.1,.5,1.,1.), p.y*.02+.4);
|
|
|
|
fragColor = mix(vec4(0.), col, pow(glow*2.,4.));
|
|
//fragColor = mix(vec4(1.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.));
|
|
|
|
}
|
|
|
|
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);
|
|
}
|