mirror of
https://github.com/libretro/slang-shaders.git
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81 lines
1.7 KiB
Plaintext
81 lines
1.7 KiB
Plaintext
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#version 450
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#
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//Playing with inversion and volumetric light.
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//fizer 2015-06-06
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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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void mainImage(out vec4 c, vec2 q)
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{
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float a=iGlobalTime*.1+1.,b=.5,g,e,t=0.,s;
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vec3 r=vec3(0.,0.,3.),w=normalize(vec3((q-iResolution.xy/2.)/iResolution.y,-.5)),p;
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mat2 x=mat2(cos(a),sin(a),sin(a),-cos(a)),y=mat2(cos(b),sin(b),sin(b),-cos(b));
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w.xz=y*w.xz;
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r.xz=y*r.xz;
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w.yz=x*w.yz;
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r.yz=x*r.yz;
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c.rgb=vec3(0.,0.,.02);
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for(int i=0;i<150;++i)
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{
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p=r+w*t;
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float f=.25,d=1e4;
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for(int j=0;j<2;++j)
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{
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s=.2*dot(p,p);
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p=p/s;
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f*=s;
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g=p.z;
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e=atan(p.y,p.x);
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p=(mod(p,2.)-1.)*1.25;
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}
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d=min((length(abs(p.xy)-1.3)-.1)*f,1e2);
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if(d<1e-3)
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break;
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c.rgb+=vec3(.3,.4,.8)*(pow(.5+.5*cos(g*.5+a*77.+cos(e*10.)),16.))*
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(1.-smoothstep(0.,1.,70.*d))*.25;
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t+=d;
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}
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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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