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; 104 105//Playing with inversion and volumetric light. 106//fizer 2015-06-06 107 108void mainImage(out vec4 c, vec2 q) 109{ 110 float a=iGlobalTime*.1+1.,b=.5,g,e,t=0.,s; 111 vec3 r=vec3(0.,0.,3.),w=normalize(vec3((q-iResolution.xy/2.)/iResolution.y,-.5)),p; 112 113 mat2 x=mat2(cos(a),sin(a),sin(a),-cos(a)),y=mat2(cos(b),sin(b),sin(b),-cos(b)); 114 115 w.xz=y*w.xz; 116 r.xz=y*r.xz; 117 118 w.yz=x*w.yz; 119 r.yz=x*r.yz; 120 121 c.rgb=vec3(0.,0.,.02); 122 123 for(int i=0;i<150;++i) 124 { 125 p=r+w*t; 126 127 float f=.25,d=1e4; 128 for(int j=0;j<2;++j) 129 { 130 s=.2*dot(p,p); 131 p=p/s; 132 f*=s; 133 g=p.z; 134 e=atan(p.y,p.x); 135 p=(mod(p,2.)-1.)*1.25; 136 } 137 138 d=min((length(abs(p.xy)-1.3)-.1)*f,1e2); 139 140 if(d<1e-3) 141 break; 142 143 c.rgb+=vec3(.3,.4,.8)*(pow(.5+.5*cos(g*.5+a*77.+cos(e*10.)),16.))* 144 (1.-smoothstep(0.,1.,70.*d))*.25; 145 146 t+=d; 147 } 148} 149 150 void main(void) 151{ 152 //just some shit to wrap shadertoy's stuff 153 vec2 FragCoord = vTexCoord.xy*OutputSize.xy; 154 mainImage(FragColor,FragCoord); 155} 156#endif 157