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 105float sdBoxXY( vec3 p, vec3 b ) 106{ 107 vec2 d = abs(p.xy) - b.xy; 108 return min(max(d.x,d.y),0.0) + length(max(d,0.0)); 109} 110 111float udRoundBox( vec3 p, vec3 b, float r ) 112{ 113 return length(max(abs(p)-b,0.0))-r; 114} 115 116float smin( float a, float b, float k ) 117{ 118 float res = exp( -k*a ) + exp( -k*b ); 119 return -log( res )/k; 120} 121 122mat2 rot(float x) { 123 return mat2(cos(x), sin(x), -sin(x), cos(x)); 124} 125 126float map(vec3 p) { 127 float k = 0.5 * 2.0; 128 vec3 q = (fract((p - vec3(0.25, 0.0, 0.25))/ k) - 0.5) * k; 129 vec3 s = vec3(q.x, p.y, q.z); 130 float d = udRoundBox(s, vec3(0.1, 1.0, 0.1), 0.05); 131 132 k = 0.5; 133 q = (fract(p / k) - 0.5) * k; 134 s = vec3(q.x, abs(p.y) - 1.5, q.z); 135 float g = udRoundBox(s, vec3(0.17, 0.5, 0.17), 0.2); 136 137 float sq = sqrt(0.5); 138 vec3 u = p; 139 u.xz *= mat2(sq, sq, -sq, sq); 140 d = max(d, -sdBoxXY(u, vec3(0.8, 1.0, 0.8))); 141 142 return smin(d, g, 16.0); 143} 144 145vec3 normal(vec3 p) 146{ 147 vec3 o = vec3(0.001, 0.0, 0.0); 148 return normalize(vec3(map(p+o.xyy) - map(p-o.xyy), 149 map(p+o.yxy) - map(p-o.yxy), 150 map(p+o.yyx) - map(p-o.yyx))); 151} 152 153float trace(vec3 o, vec3 r) { 154 float t = 0.0; 155 for (int i = 0; i < 32; ++i) { 156 t += map(o + r * t); 157 } 158 return t; 159} 160 161void mainImage( out vec4 fragColor, in vec2 fragCoord ) 162{ 163 vec2 uv = fragCoord.xy / iResolution.xy; 164 uv = uv * 2.0 - 1.0; 165 uv.x *= iResolution.x / iResolution.y; 166 167 float gt = iGlobalTime / 5.0; 168 vec3 r = normalize(vec3(uv, 1.7 - dot(uv, uv) * 0.1)); 169 float sgt = sin(gt * 3.141592 * 2.0); 170 r.xy *= rot(sgt * 3.141592 / 8.0); 171 r.xz *= rot(gt * 3.141592 * 2.0); 172 r.xz *= rot(3.141592 * -0.25); 173 174 vec3 o = vec3(0.0, 0.0, gt * 5.0 * sqrt(2.0) * 2.0); 175 o.xz *= rot(3.141592 * -0.25); 176 177 float t = trace(o, r); 178 vec3 w = o + r * t; 179 vec3 sn = normal(w); 180 float fd = map(w); 181 182 vec3 col = vec3(0.514, 0.851, 0.933) * 0.5; 183 vec3 ldir = normalize(vec3(-1, -0.5, 1.1)); 184 185 float fog = 1.0 / (1.0 + t * t * 0.1 + fd * 100.0); 186 float front = max(dot(r, -sn), 0.0); 187 float ref = max(dot(r, reflect(-ldir, sn)), 0.0); 188 float grn = pow(abs(sn.y), 3.0); 189 190 vec3 cl = vec3(grn); 191 cl += mix(col*vec3(1.5), vec3(0.25), grn) * pow(ref, 16.0); 192 cl = mix(col, cl, fog); 193 194 fragColor = vec4(cl, 1.0); 195} 196 197 void main(void) 198{ 199 //just some shit to wrap shadertoy's stuff 200 vec2 FragCoord = vTexCoord.xy*OutputSize.xy; 201 mainImage(FragColor,FragCoord); 202} 203#endif 204