slang-shaders/procedural/fizzer-power-coils.slang
2018-02-23 18:44:56 +01:00

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#version 450
#
//Playing with inversion and volumetric light.
//fizer 2015-06-06
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 c, vec2 q)
{
float a=iGlobalTime*.1+1.,b=.5,g,e,t=0.,s;
vec3 r=vec3(0.,0.,3.),w=normalize(vec3((q-iResolution.xy/2.)/iResolution.y,-.5)),p;
mat2 x=mat2(cos(a),sin(a),sin(a),-cos(a)),y=mat2(cos(b),sin(b),sin(b),-cos(b));
w.xz=y*w.xz;
r.xz=y*r.xz;
w.yz=x*w.yz;
r.yz=x*r.yz;
c.rgb=vec3(0.,0.,.02);
for(int i=0;i<150;++i)
{
p=r+w*t;
float f=.25,d=1e4;
for(int j=0;j<2;++j)
{
s=.2*dot(p,p);
p=p/s;
f*=s;
g=p.z;
e=atan(p.y,p.x);
p=(mod(p,2.)-1.)*1.25;
}
d=min((length(abs(p.xy)-1.3)-.1)*f,1e2);
if(d<1e-3)
break;
c.rgb+=vec3(.3,.4,.8)*(pow(.5+.5*cos(g*.5+a*77.+cos(e*10.)),16.))*
(1.-smoothstep(0.,1.,70.*d))*.25;
t+=d;
}
}
void main(void)
{
//just some shit to wrap shadertoy's stuff
vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
FragCoord.y = -FragCoord.y;
mainImage(FragColor,FragCoord);
}