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// Smoke Rings -  leon - 2017-05-09
106// https://www.shadertoy.com/view/4sSyDd
107
108// Experimenting shapes
109
110// training for modeling shapes
111// using koltes code as base https://www.shadertoy.com/view/XdByD3
112// using iq articles
113// using mercury library
114
115#define PI 3.1415926535897932384626433832795
116#define TAU 6.283185307179586476925286766559
117#define t iGlobalTime
118
119mat2 rz2 (float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); }
120float sphere (vec3 p, float r) { return length(p)-r; }
121float iso (vec3 p, float r) { return dot(p, normalize(sign(p)))-r; }
122float cyl (vec2 p, float r) { return length(p)-r; }
123float cube (vec3 p, vec3 r) { return length(max(abs(p)-r,0.)); }
124vec2 modA (vec2 p, float count) {
125    float an = TAU/count;
126    float a = atan(p.y,p.x)+an*.5;
127    a = mod(a, an)-an*.5;
128    return vec2(cos(a),sin(a))*length(p);
129}
130float smin (float a, float b, float r)
131{
132    float h = clamp(.5+.5*(b-a)/r,0.,1.);
133    return mix(b, a, h) - r*h*(1.-h);
134}
135
136float map (vec3 p)
137{
138    float sph3 = sphere(p, 3.);
139    p.yz *= rz2(t*.2);
140    p.xy *= rz2(t*.3);
141
142    float d = length(p);
143
144    float a = atan(p.y,p.x);
145    float l = length(p.xy)-2.;
146    p.xy = vec2(l,a);
147
148    float as = PI*0.3;
149    p.z += sin(a*2.+sin(l*4.))*.5;
150
151    float wave1 = sin(p.y*6.)*.5+.5;
152    float wave2 = .5+.5*sin(p.z*3.+t);
153
154    p.x -= sin(p.z*1.+t)*.5;
155    p.z = mod(p.z+t,as)-as*.5;
156
157    float sphR = .2-.1*wave1;
158    float sphC = .3;
159    float sphN = 0.2;
160    float sph1 = sphere(vec3(p.x,mod(sphN*p.y/TAU+t*.1,sphC)-sphC*.5,p.z), sphR);
161
162    p.xz *= rz2(p.y*3.);
163    p.xz = modA(p.xz, 3.);
164    p.x -= 0.3*wave2;
165    float cyl1 = cyl(p.xz, 0.02);
166    float sph2 = sphere(vec3(p.x,mod(p.y*2.-t,1.)-.5,p.z), .1);
167
168    return smin(sph1, smin(cyl1,sph2,.2), .2);
169}
170
171void mainImage( out vec4 fragColor, in vec2 fragCoord )
172{
173    vec2 uv = (fragCoord.xy-.5*iResolution.xy)/iResolution.y;
174    vec3 ro = vec3(uv,-5), rp = vec3(uv,1), mp = ro;
175    int i = 0;
176    const int count = 50;
177    for(;i<count;++i) {
178		float md = map(mp);
179        if (md < 0.001) {
180            break;
181        }
182        mp += rp*md*.35;
183    }
184    float r = float(i)/float(count);
185    fragColor = vec4(1);
186    fragColor *= smoothstep(.0,10.,length(mp-ro));
187  	fragColor *= r;
188    fragColor = 1. - fragColor;
189}
190
191 void main(void)
192{
193  //just some shit to wrap shadertoy's stuff
194  vec2 FragCoord = vTexCoord.xy*OutputSize.xy;
195  mainImage(FragColor,FragCoord);
196}
197#endif
198