mirror of
https://github.com/libretro/slang-shaders.git
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304 lines
7.8 KiB
Plaintext
304 lines
7.8 KiB
Plaintext
#version 450
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// Relentless - srtuss - 2013-09-09
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// https://www.shadertoy.com/view/Iss3WS
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// Collecting some design ideas for a new game project. Heavily inspired by movAX13h's io shader. Thanks to iq for his ray-plane-intersection code.
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// srtuss, 2013
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// collecting some design ideas for a new game project.
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// no raymarching is used.
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// if i could add a custom soundtrack, it'd use this one (essential for desired sensation)
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// http://www.youtube.com/watch?v=1uFAu65tZpo
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//#define GREEN_VERSION
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// ** improved camera shaking
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// ** cleaned up code
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// ** added stuff to the gates
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// *******************************************************************************************
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// Please do NOT use this shader in your own productions/videos/games without my permission!
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// If you'd still like to do so, please drop me a mail (stral@aon.at)
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// *******************************************************************************************
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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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#define time iGlobalTime
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vec2 rotate(vec2 p, float a)
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{
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return vec2(p.x * cos(a) - p.y * sin(a), p.x * sin(a) + p.y * cos(a));
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}
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float box(vec2 p, vec2 b, float r)
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{
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return length(max(abs(p) - b, 0.0)) - r;
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}
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// iq's ray-plane-intersection code
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vec3 intersect(in vec3 o, in vec3 d, vec3 c, vec3 u, vec3 v)
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{
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vec3 q = o - c;
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return vec3(
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dot(cross(u, v), q),
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dot(cross(q, u), d),
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dot(cross(v, q), d)) / dot(cross(v, u), d);
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}
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// some noise functions for fast developing
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float rand11(float p)
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{
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return fract(sin(p * 591.32) * 43758.5357);
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}
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float rand12(vec2 p)
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{
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return fract(sin(dot(p.xy, vec2(12.9898, 78.233))) * 43758.5357);
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}
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vec2 rand21(float p)
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{
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return fract(vec2(sin(p * 591.32), cos(p * 391.32)));
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}
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vec2 rand22(in vec2 p)
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{
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return fract(vec2(sin(p.x * 591.32 + p.y * 154.077), cos(p.x * 391.32 + p.y * 49.077)));
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}
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float noise11(float p)
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{
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float fl = floor(p);
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return mix(rand11(fl), rand11(fl + 1.0), fract(p));//smoothstep(0.0, 1.0, fract(p)));
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}
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float fbm11(float p)
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{
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return noise11(p) * 0.5 + noise11(p * 2.0) * 0.25 + noise11(p * 5.0) * 0.125;
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}
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vec3 noise31(float p)
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{
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return vec3(noise11(p), noise11(p + 18.952), noise11(p - 11.372)) * 2.0 - 1.0;
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}
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// something that looks a bit like godrays coming from the surface
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float sky(vec3 p)
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{
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float a = atan(p.x, p.z);
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float t = time * 0.1;
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float v = rand11(floor(a * 4.0 + t)) * 0.5 + rand11(floor(a * 8.0 - t)) * 0.25 + rand11(floor(a * 16.0 + t)) * 0.125;
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return v;
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}
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vec3 voronoi(in vec2 x)
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{
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vec2 n = floor(x); // grid cell id
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vec2 f = fract(x); // grid internal position
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vec2 mg; // shortest distance...
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vec2 mr; // ..and second shortest distance
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float md = 8.0, md2 = 8.0;
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for(int j = -1; j <= 1; j ++)
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{
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for(int i = -1; i <= 1; i ++)
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{
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vec2 g = vec2(float(i), float(j)); // cell id
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vec2 o = rand22(n + g); // offset to edge point
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vec2 r = g + o - f;
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float d = max(abs(r.x), abs(r.y)); // distance to the edge
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if(d < md)
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{md2 = md; md = d; mr = r; mg = g;}
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else if(d < md2)
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{md2 = d;}
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}
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}
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return vec3(n + mg, md2 - md);
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}
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#define A2V(a) vec2(sin((a) * 6.28318531 / 100.0), cos((a) * 6.28318531 / 100.0))
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float circles(vec2 p)
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{
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float v, w, l, c;
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vec2 pp;
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l = length(p);
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pp = rotate(p, time * 3.0);
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c = max(dot(pp, normalize(vec2(-0.2, 0.5))), -dot(pp, normalize(vec2(0.2, 0.5))));
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c = min(c, max(dot(pp, normalize(vec2(0.5, -0.5))), -dot(pp, normalize(vec2(0.2, -0.5)))));
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c = min(c, max(dot(pp, normalize(vec2(0.3, 0.5))), -dot(pp, normalize(vec2(0.2, 0.5)))));
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// innerest stuff
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v = abs(l - 0.5) - 0.03;
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v = max(v, -c);
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v = min(v, abs(l - 0.54) - 0.02);
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v = min(v, abs(l - 0.64) - 0.05);
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pp = rotate(p, time * -1.333);
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c = max(dot(pp, A2V(-5.0)), -dot(pp, A2V(5.0)));
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c = min(c, max(dot(pp, A2V(25.0 - 5.0)), -dot(pp, A2V(25.0 + 5.0))));
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c = min(c, max(dot(pp, A2V(50.0 - 5.0)), -dot(pp, A2V(50.0 + 5.0))));
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c = min(c, max(dot(pp, A2V(75.0 - 5.0)), -dot(pp, A2V(75.0 + 5.0))));
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w = abs(l - 0.83) - 0.09;
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v = min(v, max(w, c));
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return v;
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}
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float shade1(float d)
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{
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float v = 1.0 - smoothstep(0.0, mix(0.012, 0.2, 0.0), d);
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float g = exp(d * -20.0);
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return v + g * 0.5;
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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 uv = fragCoord.xy / iResolution.xy;
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uv = uv * 2.0 - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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// using an iq styled camera this time :)
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// ray origin
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vec3 ro = 0.7 * vec3(cos(0.2 * time), 0.0, sin(0.2 * time));
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ro.y = cos(0.6 * time) * 0.3 + 0.65;
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// camera look at
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vec3 ta = vec3(0.0, 0.2, 0.0);
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// camera shake intensity
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float shake = clamp(3.0 * (1.0 - length(ro.yz)), 0.3, 1.0);
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float st = mod(time, 10.0) * 143.0;
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// build camera matrix
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vec3 ww = normalize(ta - ro + noise31(st) * shake * 0.01);
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vec3 uu = normalize(cross(ww, normalize(vec3(0.0, 1.0, 0.2 * sin(time)))));
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vec3 vv = normalize(cross(uu, ww));
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// obtain ray direction
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vec3 rd = normalize(uv.x * uu + uv.y * vv + 1.0 * ww);
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// shaking and movement
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ro += noise31(-st) * shake * 0.015;
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ro.x += time * 2.0;
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float inten = 0.0;
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// background
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float sd = dot(rd, vec3(0.0, 1.0, 0.0));
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inten = pow(1.0 - abs(sd), 20.0) + pow(sky(rd), 5.0) * step(0.0, rd.y) * 0.2;
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vec3 its;
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float v, g;
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// voronoi floor layers
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for(int i = 0; i < 4; i ++)
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{
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float layer = float(i);
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its = intersect(ro, rd, vec3(0.0, -5.0 - layer * 5.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
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if(its.x > 0.0)
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{
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vec3 vo = voronoi((its.yz) * 0.05 + 8.0 * rand21(float(i)));
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v = exp(-100.0 * (vo.z - 0.02));
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float fx = 0.0;
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// add some special fx to lowest layer
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if(i == 3)
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{
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float crd = 0.0;//fract(time * 0.2) * 50.0 - 25.0;
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float fxi = cos(vo.x * 0.2 + time * 1.5);//abs(crd - vo.x);
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fx = clamp(smoothstep(0.9, 1.0, fxi), 0.0, 0.9) * 1.0 * rand12(vo.xy);
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fx *= exp(-3.0 * vo.z) * 2.0;
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}
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inten += v * 0.1 + fx;
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}
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}
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// draw the gates, 4 should be enough
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float gatex = floor(ro.x / 8.0 + 0.5) * 8.0 + 4.0;
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float go = -16.0;
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for(int i = 0; i < 4; i ++)
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{
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its = intersect(ro, rd, vec3(gatex + go, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
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if(dot(its.yz, its.yz) < 2.0 && its.x > 0.0)
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{
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v = circles(its.yz);
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inten += shade1(v);
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}
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go += 8.0;
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}
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// draw the stream
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for(int j = 0; j < 20; j ++)
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{
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float id = float(j);
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vec3 bp = vec3(0.0, (rand11(id) * 2.0 - 1.0) * 0.25, 0.0);
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vec3 its = intersect(ro, rd, bp, vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
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if(its.x > 0.0)
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{
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vec2 pp = its.yz;
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float spd = (1.0 + rand11(id) * 3.0) * 2.5;
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pp.y += time * spd;
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pp += (rand21(id) * 2.0 - 1.0) * vec2(0.3, 1.0);
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float rep = rand11(id) + 1.5;
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pp.y = mod(pp.y, rep * 2.0) - rep;
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float d = box(pp, vec2(0.02, 0.3), 0.1);
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float foc = 0.0;
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float v = 1.0 - smoothstep(0.0, 0.03, abs(d) - 0.001);
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float g = min(exp(d * -20.0), 2.0);
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inten += (v + g * 0.7) * 0.5;
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}
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}
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inten *= 0.4 + (sin(time) * 0.5 + 0.5) * 0.6;
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// find a color for the computed intensity
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#ifdef GREEN_VERSION
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vec3 col = pow(vec3(inten), vec3(2.0, 0.15, 9.0));
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#else
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vec3 col = pow(vec3(inten), 1.5 * vec3(0.15, 2.0, 9.0));
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#endif
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fragColor = vec4(col, 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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