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//I remade my other shader (https://www.shadertoy.com/view/ldjGWD) inspired by "The Popular Demo", to make it more accurate
106//I added a tiling effect to make the robot look faceted, but it seems to somehow over-complicate the shader so it doesn't compile.
107// fizzer - 2014-01-04
108
109#define USE_IQ_SMIN 0
110
111float time;
112
113vec2 leg0[3];
114vec2 leg1[3];
115
116vec2 arm0[3];
117vec2 arm1[3];
118
119float wlen=15.0;
120float bob;
121float wc_scale=0.5;
122float scroll;
123float scene_scale=15.0;
124
125// Finds the entry and exit points of a 2D ray with a circle of radius 1
126// centered at the origin.
127vec2 intersectCircle(vec2 ro, vec2 rd)
128{
129	float a = dot(rd, rd);
130	float b = 2.0 * dot(rd, ro);
131	float ds = b * b - 4.0 * a * (dot(ro, ro) - 1.0);
132
133	if(ds < 0.0)
134		return vec2(1e3);
135
136	return ((-b - sqrt(ds) * vec2(-1.0, 1.0))) / (2.0 * a);
137}
138
139mat3 rotateXMat(float a)
140{
141	return mat3(1.0, 0.0, 0.0, 0.0, cos(a), -sin(a), 0.0, sin(a), cos(a));
142}
143
144mat3 rotateYMat(float a)
145{
146	return mat3(cos(a), 0.0, -sin(a), 0.0, 1.0, 0.0, sin(a), 0.0, cos(a));
147}
148
149// Adapted from https://www.shadertoy.com/view/ldlGR7
150vec2 solve( vec2 p, float l1, float l2, float side )
151{
152	vec2 q = p*( 0.5 + 0.5*(l1*l1-l2*l2)/dot(p,p) );
153
154	float s = l1*l1/dot(q,q) - 1.0;
155
156	if( s<0.0 ) return vec2(-100.0);
157
158	return q + q.yx*vec2(-1.0,1.0)*side*sqrt( s );
159}
160
161// Returns a pyramid-like periodic signal.
162float pyramid(float x)
163{
164	x = fract(x);
165	return min(x * 2.0, (1.0 - x) * 2.0);
166}
167
168// Returns a semicircular periodic signal.
169float circ(float x)
170{
171	x = fract(x) * 2.0 - 1.0;
172	return sqrt(1.0 - x * x);
173}
174
175#if USE_IQ_SMIN
176float smin(float a,float b,float k){ return -log(exp(-k*a)+exp(-k*b))/k;}//from iq
177#else
178// http://www.johndcook.com/blog/2010/01/20/how-to-compute-the-soft-maximum/
179float smin(in float a, in float b, in float k) { return a - log(1.0+exp(k*(a-b))) / k; }
180#endif
181
182float mp(float x)
183{
184	float y=0.3;
185	return clamp((pyramid(x)-0.5)*2.0-0.4,-y,y);
186}
187
188float mosaic(vec3 p)
189{
190	// Disabled because it causes a compilation failure due to time-out or size limit.
191	return 0.0;//max(mp(p.y*10.0),mp(p.z*10.0))*0.01;
192}
193/*
194mat3 transpose(mat3 m)
195{
196	return mat3(vec3(m[0].x,m[1].x,m[2].x),
197				vec3(m[0].y,m[1].y,m[2].y),
198				vec3(m[0].z,m[1].z,m[2].z));
199}*/
200
201float capsuleDist(vec3 p,vec3 o,vec3 d,float h0,float h1,float r0,float r1)
202{
203	vec3 u=cross(d,vec3(1.0,0.0,0.0));
204	vec3 v=cross(u,d);
205	u=cross(v,d);
206	mat3 m=transpose(mat3(normalize(u),normalize(v),normalize(d)));
207	d=normalize(d);
208	float t=clamp(dot(p-o,d),h0,h1);
209	vec3 np=o+t*d;
210	return distance(np,p)-mix(r0,r1,t)+mosaic(m*(p-o));
211}
212
213float boxDist(vec3 p,vec3 s,float r)
214{
215	return length(max(vec3(0.0),abs(p)-s))-r+mosaic(p);
216}
217
218float sphereDist(vec3 p,vec3 o,float r)
219{
220	return distance(p,o)-r+mosaic(p-o);
221}
222
223float sceneDist(vec3 p)
224{
225	float d=1e3;
226
227	p+=vec3(0.0,0.07,0.0)*scene_scale;
228	p=rotateYMat(3.1415926*0.5)*p;
229
230	p.z+=cos(p.y*2.0+time)*0.1;
231	float tm=fract(time*wc_scale*2.0-0.1);
232	p.x-=(smoothstep(0.0,0.3,tm)-smoothstep(0.4,1.0,tm))*smoothstep(0.5,2.0,p.y)*0.2+scroll;
233
234	// Leg 0
235	{
236		float g=0.08;
237		vec3 o=vec3(0.0,0.0,0.2);
238		float d0=capsuleDist(p+o,vec3(leg0[0],0.0),vec3(leg0[1]-leg0[0],0.0),0.0,1.0-g,0.1,0.1);
239		float d1=capsuleDist(p+o,vec3(leg0[1],0.0),vec3(leg0[2]-leg0[1],0.0),g,1.0,0.1,0.2);
240		d=min(d,smin(d0,d1,15.0));
241	}
242
243	// Leg 1
244	{
245		float g=0.08;
246		vec3 o=vec3(0.0,0.0,-0.2);
247		float d0=capsuleDist(p+o,vec3(leg1[0],0.0),vec3(leg1[1]-leg1[0],0.0),0.0,1.0-g,0.1,0.1);
248		float d1=capsuleDist(p+o,vec3(leg1[1],0.0),vec3(leg1[2]-leg1[1],0.0),g,1.0,0.1,0.2);
249		d=min(d,smin(d0,d1,15.0));
250	}
251
252	p.y-=bob;
253
254	// Arm 0
255	{
256		float g=0.08;
257		vec3 o=vec3(0.0,0.0,0.4);
258		mat3 m=rotateXMat(-0.3)*rotateYMat((cos((time*wc_scale+0.5)*3.1415926*2.0)-0.6)*0.5);
259		float d0=capsuleDist(p+o,vec3(arm0[0],0.0),m*vec3(arm0[1]-arm0[0],0.0),0.0,0.7-g,0.03,0.03);
260		float d1=capsuleDist(p+o,vec3(arm0[0],0.0)+m*vec3(arm0[1]-arm0[0],0.0),m*vec3(arm0[2]-arm0[1],0.0),g,0.7,0.03,0.06);
261		d=min(d,smin(d0,d1,15.0));
262	}
263
264	// Arm 1
265	{
266		float g=0.08;
267		vec3 o=vec3(0.0,0.0,-0.4);
268		mat3 m=rotateXMat(0.3)*rotateYMat(-(cos(time*wc_scale*3.1415926*2.0)-0.6)*0.5);
269		float d0=capsuleDist(p+o,vec3(arm1[0],0.0),m*vec3(arm1[1]-arm1[0],0.0),0.0,0.7-g,0.03,0.03);
270		float d1=capsuleDist(p+o,vec3(arm1[0],0.0)+m*vec3(arm1[1]-arm1[0],0.0),m*vec3(arm1[2]-arm1[1],0.0),g,0.7,0.03,0.06);
271		d=min(d,smin(d0,d1,15.0));
272	}
273
274	// Torso
275	d=smin(d,boxDist(p+vec3(0.0,-0.7,0.0),vec3(0.05,0.7,0.15),0.1),15.0);
276	d=smin(d,boxDist(p+vec3(-0.1,-1.1,0.0),vec3(0.05,0.2,0.15)*0.1,0.1),5.0);
277
278	// Head
279	d=smin(d,sphereDist(p,vec3(0.0,1.825,0.0),0.2),15.0);
280
281
282	return d;
283}
284
285vec3 sceneNorm(vec3 p)
286{
287	p*=scene_scale;
288	float c=sceneDist(p);
289	float e=1e-3;
290	return normalize(vec3(sceneDist(p+vec3(e,0,0))-c,
291						  sceneDist(p+vec3(0,e,0))-c,
292						  sceneDist(p+vec3(0,0,e))-c));
293}
294
295float robot(vec3 ro,vec3 rd)
296{
297	float t=0.0;
298	float tm;
299
300	tm=time*wc_scale;
301
302	leg0[0]=vec2(0.0,bob);
303	leg0[2]=vec2(pyramid(tm)-0.3,-1.8+0.3*circ(tm*2.0)*step(fract(tm),0.5));
304	leg0[1]=(leg0[0]+solve(leg0[2]-leg0[0],1.0,1.0,1.0));
305
306	arm1[0]=vec2(0.0,1.4);
307	arm1[2]=vec2(pyramid(tm)-0.3,0.1+pow(pyramid(tm),2.0)*0.7);
308	arm1[1]=(arm1[0]+solve(arm1[2]-arm1[0],0.7,0.7,-1.0));
309
310	tm+=0.5;
311
312	leg1[0]=vec2(0.0,bob);
313	leg1[2]=vec2(pyramid(tm)-0.3,-1.8+0.3*circ(tm*2.0)*step(fract(tm),0.5));
314	leg1[1]=(leg1[0]+solve(leg1[2]-leg1[0],1.0,1.0,1.0));
315
316	arm0[0]=vec2(0.0,1.4);
317	arm0[2]=vec2(pyramid(tm)-0.3,0.1+pow(pyramid(tm),2.0)*0.7);
318	arm0[1]=(arm0[0]+solve(arm0[2]-arm0[0],0.7,0.7,-1.0));
319
320	float rt=1e4;
321
322	ro*=scene_scale;
323	rd*=scene_scale;
324
325	for(int i=0;i<15;i+=1)
326	{
327		vec3 rp=ro+rd*t;
328
329		float d=sceneDist(rp);
330
331		if(d<1e-2)
332		{
333			rt=t;
334		}
335
336		t+=d/scene_scale;
337	}
338
339
340	return rt;
341}
342
343
344vec2 unitSquareInterval(vec2 ro, vec2 rd)
345{
346	vec2 slabs0 = (vec2(+1.0) - ro) / rd;
347	vec2 slabs1 = (vec2(-1.0) - ro) / rd;
348
349	vec2 mins = min(slabs0, slabs1);
350	vec2 maxs = max(slabs0, slabs1);
351
352	return vec2(max(mins.x, mins.y),
353				min(maxs.x, maxs.y));
354}
355
356vec3 squaresColours(vec2 p)
357{
358	p+=vec2(time*0.2);
359
360	vec3 orange=vec3(1.0,0.4,0.1)*2.0;
361	vec3 purple=vec3(1.0,0.2,0.5)*0.8;
362
363	float l=pow(0.5+0.5*cos(p.x*7.0+cos(p.y)*8.0)*sin(p.y*2.0),4.0)*2.0;
364	vec3 c=pow(l*(mix(orange,purple,0.5+0.5*cos(p.x*40.0+sin(p.y*10.0)*3.0))+
365				  mix(orange,purple,0.5+0.5*cos(p.x*20.0+sin(p.y*3.0)*3.0))),vec3(1.2))*0.7;
366
367	c+=vec3(1.0,0.8,0.4)*pow(0.5+0.5*cos(p.x*20.0)*sin(p.y*12.0),20.0)*2.0;
368
369	c+=vec3(0.1,0.5+0.5*cos(p*20.0))*vec3(0.05,0.1,0.4).bgr*0.7;
370
371	return c;
372}
373
374vec3 squaresTex(vec2 p,float border)
375{
376	float sm=0.02;
377	vec2 res=vec2(8.0);
378	vec2 ip=floor(p*res)/res;
379	vec2 fp=fract(p*res);
380	float m=1.0-max(smoothstep(border-sm,border,abs(fp.x-0.5)),smoothstep(border-sm,border,abs(fp.y-0.5)));
381	m+=1.0-smoothstep(0.0,0.56,distance(fp,vec2(0.5)));
382	return m*squaresColours(ip);
383}
384
385vec3 room(vec3 ro,vec3 rd,out vec3 rp,out vec3 n)
386{
387	vec2 box_size=vec2(1.0,5.0+3.0/8.0);
388
389	vec2 cp=vec2(0.0),ct=vec2(1e3);
390
391	for(int i=0;i<4;i+=1)
392	{
393		float cr=0.03;
394		vec2 tcp=vec2(2.5/8.0*float(-1),float(i)-2.0+0.5/8.0);
395		vec2 tct=intersectCircle((ro.xz-tcp)/cr,rd.xz/cr);
396
397		if(tct.y > 0.0 && tct.y<ct.y)
398		{
399			ct=tct;
400			cp=tcp;
401		}
402	}
403
404	for(int i=0;i<4;i+=1)
405	{
406		float cr=0.03;
407		vec2 tcp=vec2(2.5/8.0*float(+1),float(i)-2.0+0.5/8.0);
408		vec2 tct=intersectCircle((ro.xz-tcp)/cr,rd.xz/cr);
409
410		if(tct.y > 0.0 && tct.y<ct.y)
411		{
412			ct=tct;
413			cp=tcp;
414		}
415	}
416
417	ct.y=max(0.0,ct.y);
418
419	vec3 ci=ro+rd*ct.y;
420	vec2 cu=vec2(atan(ci.z-cp.y,ci.x-cp.x)/3.1415926*0.5,(ci.y+0.5/8.0)*4.0);
421
422	float wt=max(0.0,unitSquareInterval(ro.xy * box_size, rd.xy * box_size).y);
423	float t=min(ct.y,wt);
424
425	rp=ro+rd*(t-1e-4);
426
427	n.z=0.0;
428	if(abs(rp.x*box_size.x)>abs(rp.y*box_size.y))
429		n.xy=vec2(rp.x/abs(rp.x),0.0);
430	else
431		n.xy=vec2(0.0,rp.y/abs(rp.y));
432
433	if(ct.y<wt)
434	{
435		n.y=0.0;
436		n.xz=normalize(rp.xz-ci.xz);
437	}
438
439	float l=1.0-smoothstep(0.0,3.0,abs(rp.z-ro.z));
440
441	vec3 wc=mix(squaresTex(rp.zy+vec2(0.0,0.5/8.0),0.5),squaresTex(rp.xz,0.44),step(0.999/box_size.y,abs(rp.y)));
442	vec3 cc=squaresTex(cu,0.45)+0.8*vec3(smoothstep(0.83/5.0,0.86/5.0,abs(rp.y)));
443
444	return l*mix(cc,wc,step(wt,t));
445}
446
447vec3 scene(vec2 p)
448{
449	mat3 cam = rotateXMat(cos(time * 0.2) * 0.1) * rotateYMat(time * 0.5);
450	float lt=mod(time*wc_scale,wlen)/wlen;
451
452	vec3 ro = cam*vec3(0.0,-0.15+lt*0.15, 0.15+lt*0.2)+vec3(0.0,0.0,scroll/scene_scale);
453	vec3 rd = cam*vec3(p, -1.0);
454
455	rd=normalize(rd);
456
457	float robot_t=robot(ro,rd);
458
459	vec3 n,rp;
460
461	vec3 c;
462	vec3 c0=room(ro,rd,rp,n);
463
464	if(robot_t < distance(ro,rp))
465	{
466		rp=ro+rd*robot_t;
467		n=sceneNorm(rp);
468		vec3 r=reflect(rd,n);
469		c=vec3(0.5+0.5*n.y)*0.5*vec3(1.0,0.8,0.5);
470		vec3 c1=room(rp,r,rp,n);
471		c+=c1*0.5;
472	}
473	else
474	{
475		vec3 r=reflect(rd,n);
476		vec3 c1=room(rp,r,rp,n);
477		c=c0+c1*c0*0.4;
478	}
479
480	vec3 ll=vec3(1.0-(smoothstep(0.0,0.07,lt)-smoothstep(0.93,1.0,lt)));
481
482	return ll+c+
483		0.6*((sin(p.y)*cos(p.x+time*2.0)*0.5+0.5)*
484			 pow(mix(vec3(1.0,0.7,0.1),vec3(1.0,0.2,0.6),0.5+0.5*cos(p.x+sin(time*3.0+p.y*2.0))),vec3(2.0)));
485}
486
487void mainImage( out vec4 fragColor, in vec2 fragCoord )
488{
489	time=iGlobalTime+1.0;
490	bob=cos(time*12.0)*0.05;
491	scroll=-15.0+mod(time*wc_scale,wlen)*2.0;
492	vec2 uv = fragCoord.xy / iResolution.xy;
493	vec2 q=uv;
494	vec2 t=uv*2.0-vec2(1.0);
495	t.x*=iResolution.x/iResolution.y;
496   fragColor.a   = 1.0f;
497	fragColor.rgb = scene(t.xy) * 1.3;
498
499	// vignet
500	fragColor.rgb *= 0.5 + 0.5*pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.1 );
501}
502
503 void main(void)
504{
505  //just some shit to wrap shadertoy's stuff
506  vec2 FragCoord = vTexCoord.xy*OutputSize.xy;
507  mainImage(FragColor,FragCoord);
508}
509#endif
510