mirror of
https://github.com/libretro/slang-shaders.git
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82 lines
2.4 KiB
Plaintext
82 lines
2.4 KiB
Plaintext
#version 450
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// Galaxy of Universes - 2014-06-19
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// https://www.shadertoy.com/view/MdXSzS
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// Big Bang? *pfft* It's just a small explosion somewhere in a rotating Galaxy of Universes!
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// Thanks to Kali for his fractal formula.
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// https://www.shadertoy.com/view/MdXSzS
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// The Big Bang - just a small explosion somewhere in a massive Galaxy of Universes.
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// Outside of this there's a massive galaxy of 'Galaxy of Universes'... etc etc. :D
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// To fake a perspective it takes advantage of the screen being wider than it is tall.
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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 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (fragCoord.xy / iResolution.xy) - .5;
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float t = iGlobalTime * .1 + ((.25 + .05 * sin(iGlobalTime * .1))/(length(uv.xy) + .07)) * 2.2;
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float si = sin(t);
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float co = cos(t);
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mat2 ma = mat2(co, si, -si, co);
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float v1, v2, v3;
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v1 = v2 = v3 = 0.0;
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float s = 0.0;
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for (int i = 0; i < 90; i++)
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{
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vec3 p = s * vec3(uv, 0.0);
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p.xy *= ma;
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p += vec3(.22, .3, s - 1.5 - sin(iGlobalTime * .13) * .1);
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for (int i = 0; i < 8; i++) p = abs(p) / dot(p,p) - 0.659;
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v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - iGlobalTime * .2));
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v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iGlobalTime * .3));
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v3 += length(p.xy*10.) * .0003;
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s += .035;
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}
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float len = length(uv);
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v1 *= smoothstep(.7, .0, len);
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v2 *= smoothstep(.5, .0, len);
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v3 *= smoothstep(.9, .0, len);
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vec3 col = vec3( v3 * (1.5 + sin(iGlobalTime * .2) * .4),
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(v1 + v3) * .3,
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v2) + smoothstep(0.2, .0, len) * .85 + smoothstep(.0, .6, v3) * .3;
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fragColor=vec4(min(pow(abs(col), vec3(1.2)), 1.0), 1.0);
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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 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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