1// Compatibility #ifdefs needed for parameters 2#ifdef GL_ES 3#define COMPAT_PRECISION mediump 4#else 5#define COMPAT_PRECISION 6#endif 7 8// Parameter lines go here: 9#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.84 0.0 1.0 0.01 10#ifdef PARAMETER_UNIFORM 11// All parameter floats need to have COMPAT_PRECISION in front of them 12uniform COMPAT_PRECISION float RETRO_PIXEL_SIZE; 13#else 14#define RETRO_PIXEL_SIZE 0.84 15#endif 16 17#if defined(VERTEX) 18 19#if __VERSION__ >= 130 20#define COMPAT_VARYING out 21#define COMPAT_ATTRIBUTE in 22#define COMPAT_TEXTURE texture 23#else 24#define COMPAT_VARYING varying 25#define COMPAT_ATTRIBUTE attribute 26#define COMPAT_TEXTURE texture2D 27#endif 28 29#ifdef GL_ES 30#define COMPAT_PRECISION mediump 31#else 32#define COMPAT_PRECISION 33#endif 34 35COMPAT_ATTRIBUTE vec4 VertexCoord; 36COMPAT_ATTRIBUTE vec4 COLOR; 37COMPAT_ATTRIBUTE vec4 TexCoord; 38COMPAT_VARYING vec4 COL0; 39COMPAT_VARYING vec4 TEX0; 40// out variables go here as COMPAT_VARYING whatever 41 42vec4 _oPosition1; 43uniform mat4 MVPMatrix; 44uniform COMPAT_PRECISION int FrameDirection; 45uniform COMPAT_PRECISION int FrameCount; 46uniform COMPAT_PRECISION vec2 OutputSize; 47uniform COMPAT_PRECISION vec2 TextureSize; 48uniform COMPAT_PRECISION vec2 InputSize; 49 50// compatibility #defines 51#define vTexCoord TEX0.xy 52#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize 53#define OutSize vec4(OutputSize, 1.0 / OutputSize) 54 55void main() 56{ 57 gl_Position = MVPMatrix * VertexCoord; 58 TEX0.xy = VertexCoord.xy; 59// Paste vertex contents here: 60} 61 62#elif defined(FRAGMENT) 63 64#if __VERSION__ >= 130 65#define COMPAT_VARYING in 66#define COMPAT_TEXTURE texture 67out vec4 FragColor; 68#else 69#define COMPAT_VARYING varying 70#define FragColor gl_FragColor 71#define COMPAT_TEXTURE texture2D 72#endif 73 74#ifdef GL_ES 75#ifdef GL_FRAGMENT_PRECISION_HIGH 76precision highp float; 77#else 78precision mediump float; 79#endif 80#define COMPAT_PRECISION mediump 81#else 82#define COMPAT_PRECISION 83#endif 84 85uniform COMPAT_PRECISION int FrameDirection; 86uniform COMPAT_PRECISION int FrameCount; 87uniform COMPAT_PRECISION vec2 OutputSize; 88uniform COMPAT_PRECISION vec2 TextureSize; 89uniform COMPAT_PRECISION vec2 InputSize; 90uniform sampler2D Texture; 91COMPAT_VARYING vec4 TEX0; 92// in variables go here as COMPAT_VARYING whatever 93 94// compatibility #defines 95#define Source Texture 96#define vTexCoord TEX0.xy 97 98#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize 99#define OutSize vec4(OutputSize, 1.0 / OutputSize) 100 101// delete all 'params.' or 'registers.' or whatever in the fragment 102float iGlobalTime = float(FrameCount)*0.025; 103vec2 iResolution = OutputSize.xy; 104 105const float pi = 3.14159; 106 107mat3 xrot(float t) 108{ 109 return mat3(1.0, 0.0, 0.0, 110 0.0, cos(t), -sin(t), 111 0.0, sin(t), cos(t)); 112} 113 114mat3 yrot(float t) 115{ 116 return mat3(cos(t), 0.0, -sin(t), 117 0.0, 1.0, 0.0, 118 sin(t), 0.0, cos(t)); 119} 120 121mat3 zrot(float t) 122{ 123 return mat3(cos(t), -sin(t), 0.0, 124 sin(t), cos(t), 0.0, 125 0.0, 0.0, 1.0); 126} 127 128float udBox( vec3 p, vec3 b ) 129{ 130 return length(max(abs(p)-b,0.0)); 131} 132 133float sdBox( vec3 p, vec3 b ) 134{ 135 vec3 d = abs(p) - b; 136 return min(max(d.x,max(d.y,d.z)),0.0) + 137 length(max(d,0.0)); 138} 139 140float sdTube(vec3 p, float a) 141{ 142 return length(p.xy) - a; 143} 144 145float room(vec3 p) 146{ 147 float fd = sdBox(p, vec3(8.0)); 148 fd = min(fd, sdBox(p+vec3(0.0,6.0,0.0), vec3(2.0,2.0,100.0))); 149 fd = min(fd, sdBox(p+vec3(0.0,6.0,0.0), vec3(100.0,2.0,2.0))); 150 return fd; 151} 152 153bool alpha = false; 154 155vec2 map(vec3 p) 156{ 157 float d = -room(p); 158 float m = 0.0; 159 160 float pe = sdBox(p+vec3(0.0,8.0,0.0), vec3(1.0, 2.0, 1.0)); 161 if (pe < d) { 162 d = pe; 163 m = 1.0; 164 } 165 166 if (alpha) { 167 float c = sdBox(p+vec3(0.0,5.0,0.0), vec3(1.0)); 168 if (c < d) 169 { 170 d = c; 171 m = 2.0; 172 } 173 } else { 174 float c = length(p+vec3(0.0,5.3,0.0)) - 0.7; 175 if (c < d) 176 { 177 d = c; 178 m = 3.0; 179 } 180 } 181 182 return vec2(d, m); 183} 184 185vec3 normal(vec3 p) 186{ 187 vec3 o = vec3(0.01, 0.0, 0.0); 188 return normalize(vec3(map(p+o.xyy).x - map(p-o.xyy).x, 189 map(p+o.yxy).x - map(p-o.yxy).x, 190 map(p+o.yyx).x - map(p-o.yyx).x)); 191} 192 193float trace(vec3 o, vec3 r) 194{ 195 float t = 0.0; 196 for (int i = 0; i < 32; ++i) { 197 vec3 p = o + r * t; 198 float d = map(p).x; 199 t += d; 200 } 201 return t; 202} 203 204float mapl(vec3 p) 205{ 206 p *= yrot(pi*0.25); 207 float r = 0.01; 208 float o = 7.0; 209 vec3 q = fract(p) * 2.0 - 1.0; 210 float a = sdTube(vec3(q.z,q.y,q.x), r); 211 float b = sdTube(vec3(q.x,q.y,q.z), r); 212 return min(a,b); 213} 214 215float tracel(vec3 o, vec3 r) 216{ 217 float t = 0.0; 218 for (int i = 0; i < 16; ++i) { 219 vec3 p = o + r * t; 220 float d = mapl(p); 221 t += d * 0.8; 222 } 223 return t; 224} 225 226vec3 _texture(vec3 p) 227{ 228 vec3 ta = texture(Texture, vec2(p.y,p.z)).xyz; 229 vec3 tb = texture(Texture, vec2(p.x,p.z)).xyz; 230 vec3 tc = texture(Texture, vec2(p.x,p.y)).xyz; 231 return (ta + tb + tc) / 3.0; 232} 233 234vec4 diffcol(vec3 w, vec3 r, vec3 sn, vec2 fd, float t) 235{ 236 vec3 mdiff = vec3(0.0); 237 float gloss = 0.0; 238 float light = 1.0; 239 if (fd.y == 1.0) { 240 mdiff = vec3(1.0); 241 gloss = 1.0; 242 } else if (fd.y == 2.0) { 243 mdiff = vec3(1.0); 244 } else if (fd.y == 3.0) { 245 mdiff = vec3(1.0); 246 gloss = 1.0; 247 } else { 248 if (sn.y > 0.9) { 249 mdiff = vec3(1.0) * vec3(0.2,0.5,0.2); 250 gloss = 0.1; 251 } else if (sn.y < -0.9) { 252 mdiff = vec3(5.0); 253 gloss = 1.0; 254 light = 0.0; 255 } else { 256 mdiff = _texture(w*0.1) * vec3(0.0, 1.0, 1.0); 257 gloss = 1.0; 258 } 259 } 260 float fog = 1.0 / (1.0 + t * t * 0.05); 261 mdiff = mix(mdiff, vec3(1.0), abs(w.y) / 8.0 * light); 262 return vec4(mdiff*fog, gloss); 263} 264 265vec3 laser(vec3 o, vec3 r) 266{ 267 float t = tracel(o, r); 268 float k = 1.0 / (1.0 + t * t * 0.1); 269 return vec3(1.0, 0.0, 0.0) * k; 270} 271 272void mainImage( out vec4 fragColor, in vec2 fragCoord ) 273{ 274 vec2 uv = fragCoord.xy / iResolution.xy; 275 uv = uv * 2.0 - 1.0; 276 uv.x *= iResolution.x / iResolution.y; 277 278 mat3 xfm = xrot(sin(-iGlobalTime*0.25)*0.25) * yrot(iGlobalTime); 279 280 vec3 r = normalize(vec3(uv, 1.0)); 281 r *= xrot(pi * 0.25) * xfm; 282 283 vec3 o = vec3(0.0, 0.0, -3.0); 284 o *= xfm; 285 o.y -= 3.0; 286 287 alpha = true; 288 float t = trace(o, r); 289 vec3 w = o + r * t; 290 vec2 fd = map(w); 291 vec3 sn = normal(w); 292 293 vec4 mdiff = diffcol(w, r, sn, fd, t); 294 295 if (fd.y == 2.0) { 296 alpha = false; 297 vec3 rr = refract(r, sn, 0.9); 298 float art = trace(w, rr); 299 vec3 aw = w + rr * art; 300 vec2 afd = map(aw); 301 vec3 asn = normal(aw); 302 mdiff = diffcol(aw, rr, asn, afd, t+art); 303 mdiff.xyz += laser(w, rr); 304 mdiff.w = 1.0; 305 306 if (afd.y == 3.0) { 307 alpha = false; 308 vec3 brf = reflect(rr, asn); 309 float brt = trace(aw + asn * 0.1, brf); 310 vec3 bw = aw + brf * brt; 311 vec2 bfd = map(bw); 312 vec3 bsn = normal(bw); 313 vec4 bdiff = diffcol(bw, brf, bsn, bfd, brt); 314 float prod = max(dot(rr, -asn), 0.0); 315 mdiff.xyz = bdiff.xyz * prod + laser(aw, t+art+brf); 316 } 317 } 318 319 alpha = true; 320 vec3 rf = reflect(r, sn); 321 float tr = trace(w + sn * 0.01, rf); 322 vec3 rw = w + rf * tr; 323 vec2 rfd = map(rw); 324 vec3 rsn = normal(rw); 325 vec4 rdiff = diffcol(rw, rf, rsn, rfd, t+tr); 326 327 float prod = max(dot(r, -sn), 0.0); 328 329 vec3 fdiff = mix(mdiff.xyz, rdiff.xyz, mdiff.w*(1.0-prod)); 330 331 vec3 fc = fdiff + laser(o, r); 332 333 fragColor = vec4(sqrt(fc), 1.0); 334} 335 336 void main(void) 337{ 338 //just some shit to wrap shadertoy's stuff 339 vec2 FragCoord = vTexCoord.xy*OutputSize.xy; 340 mainImage(FragColor,FragCoord); 341} 342#endif 343