mirror of
https://github.com/libretro/slang-shaders.git
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121 lines
3.1 KiB
Plaintext
121 lines
3.1 KiB
Plaintext
#version 450
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// Smoke Rings - leon - 2017-05-09
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// https://www.shadertoy.com/view/4sSyDd
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// Experimenting shapes
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// training for modeling shapes
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// using koltes code as base https://www.shadertoy.com/view/XdByD3
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// using iq articles
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// using mercury library
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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 PI 3.1415926535897932384626433832795
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#define TAU 6.283185307179586476925286766559
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#define t iGlobalTime
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mat2 rz2 (float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); }
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float sphere (vec3 p, float r) { return length(p)-r; }
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float iso (vec3 p, float r) { return dot(p, normalize(sign(p)))-r; }
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float cyl (vec2 p, float r) { return length(p)-r; }
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float cube (vec3 p, vec3 r) { return length(max(abs(p)-r,0.)); }
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vec2 modA (vec2 p, float count) {
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float an = TAU/count;
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float a = atan(p.y,p.x)+an*.5;
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a = mod(a, an)-an*.5;
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return vec2(cos(a),sin(a))*length(p);
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}
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float smin (float a, float b, float r)
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{
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float h = clamp(.5+.5*(b-a)/r,0.,1.);
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return mix(b, a, h) - r*h*(1.-h);
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}
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float map (vec3 p)
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{
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float sph3 = sphere(p, 3.);
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p.yz *= rz2(t*.2);
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p.xy *= rz2(t*.3);
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float d = length(p);
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float a = atan(p.y,p.x);
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float l = length(p.xy)-2.;
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p.xy = vec2(l,a);
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float as = PI*0.3;
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p.z += sin(a*2.+sin(l*4.))*.5;
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float wave1 = sin(p.y*6.)*.5+.5;
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float wave2 = .5+.5*sin(p.z*3.+t);
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p.x -= sin(p.z*1.+t)*.5;
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p.z = mod(p.z+t,as)-as*.5;
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float sphR = .2-.1*wave1;
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float sphC = .3;
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float sphN = 0.2;
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float sph1 = sphere(vec3(p.x,mod(sphN*p.y/TAU+t*.1,sphC)-sphC*.5,p.z), sphR);
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p.xz *= rz2(p.y*3.);
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p.xz = modA(p.xz, 3.);
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p.x -= 0.3*wave2;
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float cyl1 = cyl(p.xz, 0.02);
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float sph2 = sphere(vec3(p.x,mod(p.y*2.-t,1.)-.5,p.z), .1);
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return smin(sph1, smin(cyl1,sph2,.2), .2);
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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-.5*iResolution.xy)/iResolution.y;
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vec3 ro = vec3(uv,-5), rp = vec3(uv,1), mp = ro;
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int i = 0;
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const int count = 50;
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for(;i<count;++i) {
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float md = map(mp);
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if (md < 0.001) {
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break;
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}
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mp += rp*md*.35;
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}
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float r = float(i)/float(count);
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fragColor = vec4(1);
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fragColor *= smoothstep(.0,10.,length(mp-ro));
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fragColor *= r;
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fragColor = 1. - fragColor;
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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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