mirror of
https://github.com/italicsjenga/slang-shaders.git
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103 lines
2.3 KiB
Plaintext
103 lines
2.3 KiB
Plaintext
#version 450
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// Simple flame in distance field.
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// XT9S - https://www.shadertoy.com/view/MdX3zr
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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float noise(vec3 p) //Thx to Las^Mercury
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{
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vec3 i = floor(p);
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vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
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vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
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a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
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a.xy = mix(a.xz, a.yw, f.y);
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return mix(a.x, a.y, f.z);
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}
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float sphere(vec3 p, vec4 spr)
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{
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return length(spr.xyz-p) - spr.w;
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}
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float flame(vec3 p)
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{
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float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.));
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return d + (noise(p+vec3(.0,iGlobalTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
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}
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float scene(vec3 p)
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{
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return min(100.-length(p) , abs(flame(p)) );
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}
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vec4 raymarch(vec3 org, vec3 dir)
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{
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float d = 0.0, glow = 0.0, eps = 0.02;
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vec3 p = org;
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bool glowed = false;
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for(int i=0; i<64; i++)
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{
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d = scene(p) + eps;
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p += d * dir;
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if( d>eps )
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{
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if(flame(p) < .0)
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glowed=true;
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if(glowed)
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glow = float(i)/64.;
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}
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}
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return vec4(p,glow);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 v = -1.0 + 2.0 * fragCoord.xy / iResolution.xy;
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v.x *= iResolution.x/iResolution.y;
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vec3 org = vec3(0., -2., 4.);
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vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5));
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vec4 p = raymarch(org, dir);
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float glow = p.w;
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vec4 col = mix(vec4(1.,.5,.1,1.), vec4(0.1,.5,1.,1.), p.y*.02+.4);
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fragColor = mix(vec4(0.), col, pow(glow*2.,4.));
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//fragColor = mix(vec4(1.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.));
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
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FragCoord.y = -FragCoord.y;
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mainImage(FragColor,FragCoord);
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}
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