mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 08:19:54 +00:00
87 lines
2.6 KiB
Plaintext
87 lines
2.6 KiB
Plaintext
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#version 450
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// proof of concept procedural shader
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// done for RA Vulkan backend
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// written by mudlord.
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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 = 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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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)); }
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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)); }
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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); }
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float scene(vec3 p)
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{
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float time = float(global.FrameCount)*0.015;
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p = rotatex(p, 0.18*time);
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p = rotatez(p, 0.20*time);
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p = rotatey(p, 0.22*time);
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float d0 = length(max(abs(p) - 0.5, 0.0)) - 0.01 + clamp(sin((p.x +p.y + p.z)*20.0)*0.03, 0.0, 1.0);
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float d1 = length(p) - 0.5;
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return sin(max(d0, -d1));
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}
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vec3 get_normal(vec3 p)
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{
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vec3 eps = vec3(0.01, 0.0, 0.0);
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float nx = scene(p + eps.xyy) - scene(p - eps.xyy);
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float ny = scene(p + eps.yxy) - scene(p - eps.yxy);
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float nz = scene(p + eps.yyx) - scene(p - eps.yyx);
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return normalize(vec3(nx, ny, nz));
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}
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void main(void)
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{
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vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0;
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p.x *= global.OutputSize.x / global.OutputSize.y;
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vec3 ro = vec3(0.0, 0.0, 1.7);
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vec3 rd = normalize(vec3(p.x, p.y, -1.4));
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vec3 color = (1.0 - vec3(length(p*0.5)))*0.2;
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vec3 pos = ro;
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float dist = 0.0;
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for (int i = 0; i < 64; i++)
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{
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float d = scene(pos);
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pos += rd*d;
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dist += d;
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}
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if (dist < 100.0)
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{
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vec3 n = get_normal(pos);
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vec3 r = reflect(normalize(pos - ro), n);
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vec3 h = -normalize(n + pos - ro);
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float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0);
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float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0);
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float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0);
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float spec = pow(clamp(dot(h, normalize(vec3(1, 1, 1))), 0.0, 1.0), 50.0);
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float amb = 0.2 + pos.y;
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color = diff*vec3(1, 1, 1) + diff2*vec3(1, 0, 0) + diff3*vec3(1, 0, 1) + spec*vec3(1, 1, 1) + amb*vec3(0.2, 0.2, 0.2);
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color /= dist;
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}
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FragColor = vec4(color, 1.0);
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}
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