mirror of
https://github.com/libretro/slang-shaders.git
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109 lines
3.0 KiB
Plaintext
109 lines
3.0 KiB
Plaintext
#version 450
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// Bokeh Parallax - knarkowicz - 2017-04-12
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// https://www.shadertoy.com/view/4s2yW1
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// Feeling artsy
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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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const float MATH_PI = float( 3.14159265359 );
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void Rotate( inout vec2 p, float a )
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{
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p = cos( a ) * p + sin( a ) * vec2( p.y, -p.x );
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}
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float Circle( vec2 p, float r )
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{
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return ( length( p / r ) - 1.0 ) * r;
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}
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float Rand( vec2 c )
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{
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return fract( sin( dot( c.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
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}
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float saturate( float x )
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{
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return clamp( x, 0.0, 1.0 );
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}
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void BokehLayer( inout vec3 color, vec2 p, vec3 c )
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{
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float wrap = 450.0;
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if ( mod( floor( p.y / wrap + 0.5 ), 2.0 ) == 0.0 )
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{
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p.x += wrap * 0.5;
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}
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vec2 p2 = mod( p + 0.5 * wrap, wrap ) - 0.5 * wrap;
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vec2 cell = floor( p / wrap + 0.5 );
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float cellR = Rand( cell );
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c *= fract( cellR * 3.33 + 3.33 );
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float radius = mix( 30.0, 70.0, fract( cellR * 7.77 + 7.77 ) );
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p2.x *= mix( 0.9, 1.1, fract( cellR * 11.13 + 11.13 ) );
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p2.y *= mix( 0.9, 1.1, fract( cellR * 17.17 + 17.17 ) );
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float sdf = Circle( p2, radius );
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float circle = 1.0 - smoothstep( 0.0, 1.0, sdf * 0.04 );
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float glow = exp( -sdf * 0.025 ) * 0.3 * ( 1.0 - circle );
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color += c * ( circle + glow );
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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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vec2 p = ( 2.0 * fragCoord - iResolution.xy ) / iResolution.x * 1000.0;
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// background
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vec3 color = mix( vec3( 0.3, 0.1, 0.3 ), vec3( 0.1, 0.4, 0.5 ), dot( uv, vec2( 0.2, 0.7 ) ) );
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float time = iGlobalTime - 15.0;
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Rotate( p, 0.2 + time * 0.03 );
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BokehLayer( color, p + vec2( -50.0 * time + 0.0, 0.0 ), 3.0 * vec3( 0.4, 0.1, 0.2 ) );
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Rotate( p, 0.3 - time * 0.05 );
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BokehLayer( color, p + vec2( -70.0 * time + 33.0, -33.0 ), 3.5 * vec3( 0.6, 0.4, 0.2 ) );
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Rotate( p, 0.5 + time * 0.07 );
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BokehLayer( color, p + vec2( -60.0 * time + 55.0, 55.0 ), 3.0 * vec3( 0.4, 0.3, 0.2 ) );
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Rotate( p, 0.9 - time * 0.03 );
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BokehLayer( color, p + vec2( -25.0 * time + 77.0, 77.0 ), 3.0 * vec3( 0.4, 0.2, 0.1 ) );
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Rotate( p, 0.0 + time * 0.05 );
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BokehLayer( color, p + vec2( -15.0 * time + 99.0, 99.0 ), 3.0 * vec3( 0.2, 0.0, 0.4 ) );
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fragColor = vec4( color, 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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