slang-shaders/procedural/dave_hoskins-ribbon-assault.slang
2018-02-24 02:20:43 +01:00

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#version 450
// Ribbon Assault - 2014-02-26
// https://www.shadertoy.com/view/MdBGDK
// Inspired by the 'Kali2 scope' - https://www.shadertoy.com/view/lsBGWK
// Should be fast full-screen for everybody. : )
// Use mouse for manual movement.
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5);
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
float iGlobalTime = float(global.FrameCount)*0.025;
vec2 iResolution = global.OutputSize.xy;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float gTime = iGlobalTime+11.0;
float f = 3., g = 3.;
vec2 res = iResolution.xy;
#ifdef MOUSE
vec2 mou = iMouse.xy;
if (iMouse.z < 0.5)
{
mou = vec2(sin(gTime * .3)*sin(gTime * .17) * 1. + sin(gTime * .3),(1.0-cos(gTime * .632))*sin(gTime * .131)*1.0+cos(gTime * .3));
mou = (mou+1.0) * res;
}
#else
vec2 mou = vec2(0.0, 0.0);
mou = vec2(sin(gTime * .3)*sin(gTime * .17) * 1. + sin(gTime * .3),(1.0-cos(gTime * .632))*sin(gTime * .131)*1.0+cos(gTime * .3));
mou = (mou+1.0) * res;
#endif
vec2 z = ((-res+2.0 * fragCoord.xy) / res.y);
vec2 p = ((-res+2.0+mou) / res.y);
for( int i = 0; i < 20; i++)
{
float d = dot(z,z);
z = (vec2( z.x, -z.y ) / d) + p;
z.x = abs(z.x);
f = max( f, (dot(z-p,z-p) ));
g = min( g, sin(dot(z+p,z+p))+1.0);
}
f = abs(-log(f) / 3.5);
g = abs(-log(g) / 8.0);
fragColor = vec4(min(vec3(g, g*f, f), 1.0),1.0);
}
void main(void)
{
//just some shit to wrap shadertoy's stuff
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
FragmentCoord.y = -FragmentCoord.y;
mainImage(FragColor,FragmentCoord);
}