slang-shaders/procedural/greendestruction-ironicflux.slang
2018-02-24 02:20:43 +01:00

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#version 450
// ironicflux - greendestruction - 2018-02-22
// https://www.shadertoy.com/view/MdcyzB
// The words of these songs were composed without any human intervention whatever on an instrument known as a versificator. But the woman sang so tunefully as to turn the dreadful rubbish into an almost pleasant sound.
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;
/* it even comes with a little message */
mat2 rot(float x) {
return mat2(cos(x), sin(x), -sin(x), cos(x));
}
float map(vec3 p) {
p.z = abs(p.z) - 2.0;
p.z = abs(p.z) - 2.0;
float gt = iGlobalTime * 2.0;
p.x += gt;
float d = 1000.0;
const int n = 12;
for (int i = 1; i < n; ++i) {
float x = float(i) / float(n);
vec3 q = p;
q.x += x * 3.141592 * 1.0;
q.z = abs(q.z) - 1.0;
q.yz *= rot(x * q.x);
q.y = abs(q.y) - 2.0;
q.y += x * 3.141592 * 0.5;
float k = length(q.yz) - 0.125;
d = min(d, k);
d = max(d, 1.5 * x + gt - p.x);
}
return min(d, 5.0 + gt - p.x);
}
float trace(vec3 o, vec3 r) {
float t = 0.0;
for (int i = 0; i < 32; ++i) {
t += map(o + r * t) * 0.5;
}
return t;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
vec3 r = normalize(vec3(uv, 1.0 - dot(uv, uv) * 0.5));
vec3 o = vec3(0.0, 0.0, 0.0);
r.xz *= rot(3.141592 * 0.5);
float t = trace(o, r);
vec3 w = o + r * t;
float fd = map(w);
float f = 1.0 / (1.0 + t * t * 0.1 + fd * 1000.0);
vec3 c = vec3(0.0, 0.5, 1.0) * f;
c = mix(c, vec3(1.0), 1.0 / (1.0 + t * t * 0.1));
c = mix(vec3(0.125), c, 1.0 / (1.0 + t * t * 0.1));
vec3 fc = vec3(c);
float b = sign((fract(uv.y * 16.0) - 0.5) / 16.0) * 0.5 + 0.5;
float b2 = sign(0.8 - abs(uv.y)) * 0.5 + 0.5;
fc = mix(fc * vec3(0.5, 0.5, 0.5), fc, b);
fc *= b2;
fragColor = vec4(fc, 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);
}