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