mirror of
https://github.com/libretro/slang-shaders.git
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114 lines
2.9 KiB
Plaintext
114 lines
2.9 KiB
Plaintext
#version 450
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// The Eye - srtuss - 2014-10-08
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// https://www.shadertoy.com/view/Xd2XDm
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// Another interesting, trippy 2D effect, with a cool retro colorset.
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// srtuss, 2014
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// a fun little effect based on repetition and motion-blur :)
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// enjoy staring at the center, in fullscreen :)
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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 pi2 3.1415926535897932384626433832795
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float tri(float x, float s)
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{
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return (abs(fract(x / s) - 0.5) - 0.25) * s;
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}
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float hash(float x)
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{
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return fract(sin(x * 171.2972) * 18267.978 + 31.287);
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}
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vec3 pix(vec2 p, float t, float s)
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{
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s += floor(t * 0.25);
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float scl = (hash(s + 30.0) * 4.0);
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scl += sin(t * 2.0) * 0.25 + sin(t) * 0.5;
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t *= 3.0;
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vec2 pol = vec2(atan(p.y, p.x), length(p));
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float v;
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float id = floor(pol.y * 2.0 * scl);
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pol.x += t * (hash(id + s) * 2.0 - 1.0) * 0.4;
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float si = hash(id + s * 2.0);
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float rp = floor(hash(id + s * 4.0) * 5.0 + 4.0);
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v = (abs(tri(pol.x, pi2 / rp)) - si * 0.1) * pol.y;
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v = max(v, abs(tri(pol.y, 1.0 / scl)) - (1.0 - si) * 0.11);
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v = smoothstep(0.01, 0.0, v);
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return vec3(v);
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}
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vec3 pix2(vec2 p, float t, float s)
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{
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return clamp(pix(p, t, s) - pix(p, t, s + 8.0) + pix(p * 0.1, t, s + 80.0) * 0.2, vec3(0.0), vec3(1.0));
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}
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vec2 hash2(in vec2 p)
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{
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return fract(1965.5786 * 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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#define globaltime (iGlobalTime - 2.555)
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vec3 blur(vec2 p)
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{
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vec3 ite = vec3(0.0);
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for(int i = 0; i < 20; i ++)
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{
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float tc = 0.15;
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ite += pix2(p, globaltime * 3.0 + (hash2(p + float(i)) - 0.5).x * tc, 5.0);
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}
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ite /= 20.0;
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ite += exp(fract(globaltime * 0.25 * 6.0) * -40.0) * 2.0;
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return ite;
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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 = 2.0 * uv - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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uv += (vec2(hash(globaltime), hash(globaltime + 9.999)) - 0.5) * 0.03;
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vec3 c = vec3(blur(uv + vec2(0.005, 0.0)).x, blur(uv + vec2(0.0, 0.005)).y, blur(uv).z);
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c = pow(c, vec3(0.4, 0.6, 1.0) * 2.0) * 1.5;
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c *= exp(length(uv) * -1.0) * 2.5;
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c = pow(c, vec3(1.0 / 2.2));
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fragColor = vec4(c, 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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