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// Created by inigo quilez - iq/2013 106// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 107 108// Tutorial here: 109// 110// * https://www.youtube.com/watch?v=-z8zLVFCJv4 111// 112// * http://iquilezles.org/live/index.htm 113 114 115void mainImage( out vec4 fragColor, in vec2 fragCoord ) 116{ 117 vec2 q = 0.6 * (2.0*fragCoord-iResolution.xy)/min(iResolution.y,iResolution.x); 118 119 float a = atan( q.x, q.y ); 120 float r = length( q ); 121 float s = 0.50001 + 0.5*sin( 3.0*a + iGlobalTime ); 122 float g = sin( 1.57+3.0*a+iGlobalTime ); 123 float d = 0.15 + 0.3*sqrt(s) + 0.15*g*g; 124 float h = clamp( r/d, 0.0, 1.0 ); 125 float f = 1.0-smoothstep( 0.95, 1.0, h ); 126 127 h *= 1.0-0.5*(1.0-h)*smoothstep( 0.95+0.05*h, 1.0, sin(3.0*a+iGlobalTime) ); 128 129 vec3 bcol = vec3(0.9+0.1*q.y, 1.0, 0.9-0.1*q.y); 130 bcol *= 1.0 - 0.5*r; 131 vec3 col = mix( bcol, 1.2*vec3(0.65*h, 0.25+0.5*h, 0.0), f ); 132 133 fragColor = vec4( col, 1.0 ); 134} 135 136 void main(void) 137{ 138 //just some shit to wrap shadertoy's stuff 139 vec2 FragCoord = vTexCoord.xy*OutputSize.xy; 140 mainImage(FragColor,FragCoord); 141} 142#endif 143